Optimized GameScreen.DrawMap

- Downscaled lightmap, since blurring will make this unnoticeable anyway
(TODO: make this optional)
- Render LOS in fewer passes by using a shader
- Use light volume to calculate LOS
- This also means we can use the override texture to render the diving
suit obstruct effect
- Don't render bunks and labels onto LOS background (TODO: add the
option to render back into the LOS background, i.e. just use
multiplicative blending as if it was the lightmap)
- Prefer SpriteSortMode.Deferred over all others, prefer
SamplerState.LinearClamp/PointClamp over all others
- Remove shader blur in favor of geometry blur (TODO: improve on this
further, right now it has a few artifacts)
- Trim light volumes
- Do some weird shit with the background particles (use DrawTiled
instead of relying on SamplerState.LinearWrap, because that's faster
somehow :/ )
- Pressing up/down in the console only returns a typed command now
This commit is contained in:
juanjp600
2017-12-20 19:41:23 -03:00
parent 1cb39f7fd5
commit 7a413aee93
30 changed files with 1986 additions and 1960 deletions

View File

@@ -1,4 +1,4 @@
using Barotrauma.Networking;
using Barotrauma.Networking;
using Barotrauma.Particles;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
@@ -299,6 +299,14 @@ namespace Barotrauma
if (info != null)
{
Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
Vector2 screenSize = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
Vector2 viewportSize = new Vector2(cam.WorldView.Width, cam.WorldView.Height);
namePos.X -= cam.WorldView.X; namePos.Y += cam.WorldView.Y;
namePos *= screenSize / viewportSize;
namePos.X = (float)Math.Floor(namePos.X); namePos.Y = (float)Math.Floor(namePos.Y);
namePos *= viewportSize / screenSize;
namePos.X += cam.WorldView.X; namePos.Y -= cam.WorldView.Y;
Color nameColor = Color.White;
if (Character.Controlled != null && TeamID != Character.Controlled.TeamID)

View File

@@ -1,4 +1,4 @@
using EventInput;
using EventInput;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -130,40 +130,40 @@ namespace Barotrauma
get { return new Vector2(rect.Center.X, rect.Center.Y); }
}
protected Rectangle ClampRect(Rectangle r)
{
if (parent == null) return r;
Rectangle parentRect = parent.ClampRect(parent.rect);
if (parentRect.Width <= 0 || parentRect.Height <= 0) return Rectangle.Empty;
if (parentRect.X > r.X)
{
int diff = parentRect.X - r.X;
r.X = parentRect.X;
r.Width -= diff;
}
if (parentRect.Y > r.Y)
{
int diff = parentRect.Y - r.Y;
r.Y = parentRect.Y;
r.Height -= diff;
}
if (parentRect.X + parentRect.Width < r.X + r.Width)
{
int diff = (r.X + r.Width) - (parentRect.X + parentRect.Width);
r.Width -= diff;
}
if (parentRect.Y + parentRect.Height < r.Y + r.Height)
{
int diff = (r.Y + r.Height) - (parentRect.Y + parentRect.Height);
r.Height -= diff;
}
if (r.Width <= 0 || r.Height <= 0) return Rectangle.Empty;
return r;
}
protected Rectangle ClampRect(Rectangle r)
{
if (parent == null) return r;
Rectangle parentRect = parent.ClampRect(parent.rect);
if (parentRect.Width <= 0 || parentRect.Height <= 0) return Rectangle.Empty;
if (parentRect.X > r.X)
{
int diff = parentRect.X - r.X;
r.X = parentRect.X;
r.Width -= diff;
}
if (parentRect.Y > r.Y)
{
int diff = parentRect.Y - r.Y;
r.Y = parentRect.Y;
r.Height -= diff;
}
if (parentRect.X + parentRect.Width < r.X + r.Width)
{
int diff = (r.X + r.Width) - (parentRect.X + parentRect.Width);
r.Width -= diff;
}
if (parentRect.Y + parentRect.Height < r.Y + r.Height)
{
int diff = (r.Y + r.Height) - (parentRect.Y + parentRect.Height);
r.Height -= diff;
}
if (r.Width <= 0 || r.Height <= 0) return Rectangle.Empty;
return r;
}
public virtual Rectangle Rect
{
get { return rect; }
get { return rect; }
set
{
int prevX = rect.X, prevY = rect.Y;

View File

@@ -50,7 +50,7 @@ namespace Barotrauma
public GUIMessage(string text, Color color, Vector2 position, float lifeTime, Alignment textAlignment, bool centered)
{
coloredText = new ColoredText(text, color);
coloredText = new ColoredText(text, color, false);
pos = position;
this.lifeTime = lifeTime;
this.Alignment = textAlignment;

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma
@@ -63,7 +63,7 @@ namespace Barotrauma
public override Rectangle MouseRect
{
get { return ClampRect(box.Rect); }
get { return ClampRect(box.Rect); }
}
public override ScalableFont Font

View File

@@ -1,4 +1,4 @@
using Barotrauma.Lights;
using Barotrauma.Lights;
using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using System;
@@ -76,9 +76,9 @@ namespace Barotrauma
}
}
lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f;
lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
lightSource.Position = position + Vector2.UnitY * 30.0f;
if (Math.Abs((lightSource.Range * 0.2f) - Math.Max(size.X, size.Y)) > 1.0f) lightSource.Range = Math.Max(size.X, size.Y) * 5.0f;
if (Vector2.DistanceSquared(lightSource.Position,position) > 5.0f) lightSource.Position = position + Vector2.UnitY * 30.0f;
if (size.X > 256.0f)
{

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
@@ -63,6 +63,7 @@ namespace Barotrauma
public void Update(float deltaTime)
{
dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
while (dustOffset.Y <= -1024.0f) dustOffset.Y += 1024.0f;
}
public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
@@ -108,7 +109,7 @@ namespace Barotrauma
Vector2 backgroundPos = cam.WorldViewCenter;
backgroundPos.Y = -backgroundPos.Y;
backgroundPos /= 20.0f;
backgroundPos *= 0.05f;
if (backgroundPos.Y < 1024)
{
@@ -130,35 +131,38 @@ namespace Barotrauma
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
cam.Transform);
Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
Vector2 offset = -origin + dustOffset;
while (offset.X <= -1024.0f) offset.X += 1024.0f;
while (offset.X > 0.0f) offset.X -= 1024.0f;
while (offset.Y <= -1024.0f) offset.Y += 1024.0f;
while (offset.Y > 0.0f) offset.Y -= 1024.0f;
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawSprites(spriteBatch, cam);
if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch);
for (int i = 0; i < 4; i++)
{
float scale = 1.0f - i * 0.2f;
float recipScale = 1.0f / scale;
//alpha goes from 1.0 to 0.0 when scale is in the range of 0.2-0.1
float alpha = (cam.Zoom * scale) < 0.2f ? (cam.Zoom * scale - 0.1f) * 10.0f : 1.0f;
//alpha goes from 1.0 to 0.0 when scale is in the range of 0.5-0.25
float alpha = (cam.Zoom * scale) < 0.5f ? (cam.Zoom * scale - 0.25f) * 40.0f : 1.0f;
if (alpha <= 0.0f) continue;
Vector2 offset = (new Vector2(cam.WorldViewCenter.X, cam.WorldViewCenter.Y) + dustOffset) * scale;
Vector3 origin = new Vector3(cam.WorldView.Width, cam.WorldView.Height, 0.0f) * 0.5f;
Vector2 offsetS = offset * scale + new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f - new Vector2(256.0f * i);
while (offsetS.X <= -1024.0f*scale) offsetS.X += 1024.0f*scale;
while (offsetS.X > 0.0f) offsetS.X -= 1024.0f*scale;
while (offsetS.Y <= -1024.0f*scale) offsetS.Y += 1024.0f*scale;
while (offsetS.Y > 0.0f) offsetS.Y -= 1024.0f*scale;
dustParticles.SourceRect = new Rectangle(
(int)((offset.X - origin.X + (i * 256)) / scale),
(int)((-offset.Y - origin.Y + (i * 256)) / scale),
(int)((cam.WorldView.Width) / scale),
(int)((cam.WorldView.Height) / scale));
spriteBatch.Draw(dustParticles.Texture,
new Vector2(cam.WorldViewCenter.X, -cam.WorldViewCenter.Y),
dustParticles.SourceRect, Color.White * alpha, 0.0f,
new Vector2(cam.WorldView.Width, cam.WorldView.Height) * 0.5f / scale, scale, SpriteEffects.None, 1.0f - scale);
Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
dustParticles.DrawTiled(spriteBatch, origin + offsetS, new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y), Vector2.Zero, srcRect, Color.White * alpha, new Vector2(scale));
}
spriteBatch.End();

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -13,7 +13,11 @@ namespace Barotrauma
public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
private Effect waterEffect;
public Effect waterEffect
{
get;
private set;
}
private BasicEffect basicEffect;
public int PositionInBuffer = 0;
@@ -93,7 +97,7 @@ namespace Barotrauma
basicEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
}

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.Linq;
@@ -23,7 +23,17 @@ namespace Barotrauma.Lights
public Color AmbientLight;
RenderTarget2D lightMap, losTexture;
private float lightmapScale = 0.5f;
public RenderTarget2D lightMap
{
get;
private set;
}
public RenderTarget2D losTexture
{
get;
private set;
}
BasicEffect lightEffect;
@@ -36,8 +46,9 @@ namespace Barotrauma.Lights
public bool LightingEnabled = true;
public bool ObstructVision;
LightSource losSource;
private Texture2D visionCircle;
private Sprite visionCircle;
private Dictionary<Hull, Color> hullAmbientLights;
private Dictionary<Hull, Color> smoothedHullAmbientLights;
@@ -50,21 +61,26 @@ namespace Barotrauma.Lights
AmbientLight = new Color(20, 20, 20, 255);
visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
//visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
visionCircle = new Sprite("Content/Lights/visioncircle.png", new Vector2(0.2f, 0.5f));
var pp = graphics.PresentationParameters;
lightMap = new RenderTarget2D(graphics,
GameMain.GraphicsWidth, GameMain.GraphicsHeight, false,
(int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false,
pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
RenderTargetUsage.DiscardContents);
losTexture = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Alpha8, DepthFormat.None);
losSource = new LightSource(Vector2.Zero, GameMain.GraphicsWidth, Color.White, null, false);
losSource.texture = new Texture2D(graphics, 1, 1);
losSource.texture.SetData(new Color[] { Color.White });// fill the texture with white
if (lightEffect == null)
{
lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
lightEffect.VertexColorEnabled = false;
lightEffect.VertexColorEnabled = true;
lightEffect.TextureEnabled = true;
lightEffect.Texture = LightSource.LightTexture;
@@ -141,9 +157,9 @@ namespace Barotrauma.Lights
//clear to some small ambient light
graphics.Clear(AmbientLight);
graphics.BlendState = BlendState.Additive;
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform * Matrix.CreateScale(new Vector3(lightmapScale, lightmapScale, 1.0f)));
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, cam.Transform);
Matrix transform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
@@ -158,8 +174,8 @@ namespace Barotrauma.Lights
}
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
//GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
if (Character.Controlled != null)
{
@@ -201,56 +217,43 @@ namespace Barotrauma.Lights
public void UpdateObstructVision(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 lookAtPosition)
{
if (!LosEnabled && !ObstructVision) return;
if (!LosEnabled || ViewTarget == null) return;
graphics.SetRenderTarget(losTexture);
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
//--------------------------------------
graphics.Clear(Color.Black);
if (ObstructVision)
{
//graphics.Clear(Color.Black);
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
diff.Y = -diff.Y;
float rotation = MathUtils.VectorToAngle(diff);
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length() / 256.0f, 2.0f, 5.0f), 2.0f) * 0.3f;
visionCircle.size = new Vector2(visionCircle.SourceRect.Width * scale.X, visionCircle.SourceRect.Height * scale.Y);
losSource.overrideLightTexture = visionCircle;
losSource.Rotation = rotation;
}
else
{
graphics.Clear(Color.White);
losSource.overrideLightTexture = null;
}
spriteBatch.End();
graphics.BlendState = BlendState.Additive;
//--------------------------------------
Vector2 pos = ViewTarget.Position;
losSource.Position = pos;
losSource.NeedsRecalculation = true;
losSource.ParentSub = ViewTarget.Submarine;
if (LosEnabled && ViewTarget != null)
{
Vector2 pos = ViewTarget.WorldPosition;
Matrix transform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
losSource.Draw(spriteBatch, lightEffect, transform);
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
graphics.BlendState = BlendState.AlphaBlend;
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
var convexHulls = ConvexHull.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
if (convexHulls != null)
{
foreach (ConvexHull convexHull in convexHulls)
{
if (!convexHull.Intersects(camView)) continue;
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
}
}
}
graphics.SetRenderTarget(null);
}
@@ -338,22 +341,11 @@ namespace Barotrauma.Lights
{
if (!LightingEnabled) return;
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, null);
spriteBatch.Draw(lightMap, new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
}
public void DrawLOS(SpriteBatch spriteBatch, Effect effect,bool renderingBackground)
{
if (!LosEnabled || ViewTarget == null) return;
spriteBatch.Begin(SpriteSortMode.Deferred, renderingBackground ? CustomBlendStates.LOS : CustomBlendStates.Multiplicative, null, null, null, effect);
spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
spriteBatch.End();
if (!renderingBackground) ObstructVision = false;
}
public void ClearLights()
{
lights.Clear();
@@ -376,16 +368,10 @@ namespace Barotrauma.Lights
MultiplyWithAlpha = new BlendState();
MultiplyWithAlpha.ColorDestinationBlend = MultiplyWithAlpha.AlphaDestinationBlend = Blend.One;
MultiplyWithAlpha.ColorSourceBlend = MultiplyWithAlpha.AlphaSourceBlend = Blend.DestinationAlpha;
LOS = new BlendState();
LOS.ColorSourceBlend = LOS.AlphaSourceBlend = Blend.Zero;
LOS.ColorDestinationBlend = LOS.AlphaDestinationBlend = Blend.InverseSourceColor;
LOS.ColorBlendFunction = LOS.AlphaBlendFunction = BlendFunction.Add;
}
public static BlendState Multiplicative { get; private set; }
public static BlendState WriteToAlpha { get; private set; }
public static BlendState MultiplyWithAlpha { get; private set; }
public static BlendState LOS { get; private set; }
}
}

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
@@ -17,8 +17,8 @@ namespace Barotrauma.Lights
private Color color;
private float range;
private Sprite overrideLightTexture;
private Texture2D texture;
public Sprite overrideLightTexture;
public Texture2D texture;
public Sprite LightSprite;
@@ -140,7 +140,7 @@ namespace Barotrauma.Lights
}
}
public LightSource(Vector2 position, float range, Color color, Submarine submarine)
public LightSource(Vector2 position, float range, Color color, Submarine submarine, bool addLight=true)
{
hullsInRange = new List<ConvexHullList>();
@@ -156,7 +156,7 @@ namespace Barotrauma.Lights
diffToSub = new Dictionary<Submarine, Vector2>();
GameMain.LightManager.AddLight(this);
if (addLight) GameMain.LightManager.AddLight(this);
}
/*public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
@@ -322,6 +322,7 @@ namespace Barotrauma.Lights
hulls.AddRange(chList.List);
}
float bounds = range*2;
//find convexhull segments that are close enough and facing towards the light source
List<Segment> visibleSegments = new List<Segment>();
List<SegmentPoint> points = new List<SegmentPoint>();
@@ -336,6 +337,10 @@ namespace Barotrauma.Lights
{
points.Add(s.Start);
points.Add(s.End);
if (Math.Abs(s.Start.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.Start.WorldPos.X - drawPos.X);
if (Math.Abs(s.Start.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.Start.WorldPos.Y - drawPos.Y);
if (Math.Abs(s.End.WorldPos.X - drawPos.X) > bounds) bounds = Math.Abs(s.End.WorldPos.X - drawPos.X);
if (Math.Abs(s.End.WorldPos.Y - drawPos.Y) > bounds) bounds = Math.Abs(s.End.WorldPos.Y - drawPos.Y);
}
}
@@ -344,14 +349,21 @@ namespace Barotrauma.Lights
//(might be more effective to calculate if we actually need these extra points)
var boundaryCorners = new List<SegmentPoint> {
new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y + range*2)),
new SegmentPoint(new Vector2(drawPos.X + range*2, drawPos.Y - range*2)),
new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y - range*2)),
new SegmentPoint(new Vector2(drawPos.X - range*2, drawPos.Y + range*2))
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y + bounds)),
new SegmentPoint(new Vector2(drawPos.X + bounds, drawPos.Y - bounds)),
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y - bounds)),
new SegmentPoint(new Vector2(drawPos.X - bounds, drawPos.Y + bounds))
};
//points.Clear();
points.AddRange(boundaryCorners);
//visibleSegments.Clear();
for (int i=0;i<4;i++)
{
visibleSegments.Add(new Segment(boundaryCorners[i], boundaryCorners[(i + 1) % 4]));
}
var compareCCW = new CompareSegmentPointCW(drawPos);
try
{
@@ -368,14 +380,16 @@ namespace Barotrauma.Lights
}
List<Vector2> output = new List<Vector2>();
//List<Pair<int, Vector2>> preOutput = new List<Pair<int, Vector2>>();
//remove points that are very close to each other
for (int i = 0; i < points.Count - 1; i++)
{
if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 3 &&
Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 3)
if (Math.Abs(points[i].WorldPos.X - points[i + 1].WorldPos.X) < 6 &&
Math.Abs(points[i].WorldPos.Y - points[i + 1].WorldPos.Y) < 6)
{
points.RemoveAt(i + 1);
i--;
}
}
@@ -385,32 +399,52 @@ namespace Barotrauma.Lights
Vector2 dirNormal = new Vector2(-dir.Y, dir.X)*3;
//do two slightly offset raycasts to hit the segment itself and whatever's behind it
Vector2 intersection1 = RayCast(drawPos, drawPos + dir * range * 2 - dirNormal, visibleSegments);
Vector2 intersection2 = RayCast(drawPos, drawPos + dir * range * 2 + dirNormal, visibleSegments);
Pair<int,Vector2> intersection1 = RayCast(drawPos, drawPos + dir * bounds * 2 - dirNormal, visibleSegments);
Pair<int,Vector2> intersection2 = RayCast(drawPos, drawPos + dir * bounds * 2 + dirNormal, visibleSegments);
//hit almost the same position -> only add one vertex to output
if ((Math.Abs(intersection1.X - intersection2.X) < 5 &&
Math.Abs(intersection1.Y - intersection2.Y) < 5))
if (intersection1.First < 0) return new List<Vector2>();
if (intersection2.First < 0) return new List<Vector2>();
Segment seg1 = visibleSegments[intersection1.First];
Segment seg2 = visibleSegments[intersection2.First];
bool isPoint1 = MathUtils.LineToPointDistance(seg1.Start.WorldPos, seg1.End.WorldPos, p.WorldPos) < 5.0f;
bool isPoint2 = MathUtils.LineToPointDistance(seg2.Start.WorldPos, seg2.End.WorldPos, p.WorldPos) < 5.0f;
//hit at the current segmentpoint -> place the segmentpoint into the list
if (isPoint1 && isPoint2)
{
output.Add(intersection1);
output.Add(p.WorldPos);
}
else
else if (intersection1.First != intersection2.First)
{
output.Add(intersection1);
output.Add(intersection2);
output.Add(isPoint1 ? p.WorldPos : intersection1.Second);
output.Add(isPoint2 ? p.WorldPos : intersection2.Second);
}
}
//remove points that are very close to each other
for (int i = 0; i < output.Count - 1; i++)
{
if (Math.Abs(output[i].X - output[i + 1].X) < 6 &&
Math.Abs(output[i].Y - output[i + 1].Y) < 6)
{
output.RemoveAt(i + 1);
i--;
}
}
return output;
}
private Vector2 RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
private Pair<int,Vector2> RayCast(Vector2 rayStart, Vector2 rayEnd, List<Segment> segments)
{
float closestDist = 0.0f;
Vector2? closestIntersection = null;
foreach (Segment s in segments)
int segment = -1;
for (int i=0;i<segments.Count;i++)
{
Segment s = segments[i];
Vector2? intersection = MathUtils.GetAxisAlignedLineIntersection(rayStart, rayEnd, s.Start.WorldPos, s.End.WorldPos, s.IsHorizontal);
if (intersection != null)
@@ -420,16 +454,20 @@ namespace Barotrauma.Lights
{
closestDist = dist;
closestIntersection = intersection;
segment = i;
}
}
}
}
return closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
Pair<int,Vector2> retVal = new Pair<int,Vector2>();
retVal.Second = closestIntersection == null ? rayEnd : (Vector2)closestIntersection;
retVal.First = segment;
return retVal;
}
private void CalculateLightVertices(List<Vector2> rayCastHits)
{
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
Vector2 drawPos = position;
if (ParentSub != null) drawPos += ParentSub.DrawPosition;
@@ -446,16 +484,19 @@ namespace Barotrauma.Lights
}
// Add a vertex for the center of the mesh
vertices.Add(new VertexPositionTexture(new Vector3(position.X, position.Y, 0),
new Vector2(0.5f, 0.5f) + uvOffset));
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X, position.Y, 0),
Color.White,new Vector2(0.5f, 0.5f) + uvOffset));
// Add all the other encounter points as vertices
// storing their world position as UV coordinates
foreach (Vector2 vertex in rayCastHits)
for (int i = 0; i < rayCastHits.Count; i++)
{
Vector2 vertex = rayCastHits[i];
Vector2 prevVertex = rayCastHits[i > 0 ? i - 1 : rayCastHits.Count - 1];
Vector2 nextVertex = rayCastHits[i < rayCastHits.Count - 1 ? i + 1 : 0];
Vector2 rawDiff = vertex - drawPos;
Vector2 diff = rawDiff;
diff /= range*2.0f;
diff /= range * 2.0f;
if (overrideLightTexture != null)
{
Vector2 originDiff = diff;
@@ -467,22 +508,52 @@ namespace Barotrauma.Lights
diff += uvOffset;
}
vertices.Add(new VertexPositionTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
new Vector2(0.5f, 0.5f) + diff));
Vector2 nDiff1 = vertex - nextVertex;
float tx = nDiff1.X; nDiff1.X = -nDiff1.Y; nDiff1.Y = tx;
nDiff1 /= Math.Max(Math.Abs(nDiff1.X), Math.Abs(nDiff1.Y));
Vector2 nDiff2 = prevVertex - vertex;
tx = nDiff2.X; nDiff2.X = -nDiff2.Y; nDiff2.Y = tx;
nDiff2 /= Math.Max(Math.Abs(nDiff2.X),Math.Abs(nDiff2.Y));
Vector2 nDiff = nDiff1 + nDiff2;
nDiff /= Math.Max(Math.Abs(nDiff.X), Math.Abs(nDiff.Y));
nDiff *= 50.0f;
if (Vector2.DistanceSquared(nDiff, rawDiff) > Vector2.DistanceSquared(-nDiff, rawDiff)) nDiff = -nDiff;
VertexPositionColorTexture fadeVert = new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X + nDiff.X, position.Y + rawDiff.Y + nDiff.Y, 0),
Color.White * 0.0f, new Vector2(0.5f, 0.5f) + diff);
vertices.Add(new VertexPositionColorTexture(new Vector3(position.X + rawDiff.X, position.Y + rawDiff.Y, 0),
Color.White, new Vector2(0.5f, 0.5f) + diff));
vertices.Add(fadeVert);
}
// Compute the indices to form triangles
List<short> indices = new List<short>();
for (int i = 0; i < rayCastHits.Count - 1; i++)
for (int i = 0; i < rayCastHits.Count-1; i++)
{
indices.Add(0);
indices.Add((short)((i + 2) % vertices.Count));
indices.Add((short)((i + 1) % vertices.Count));
indices.Add((short)((i*2 + 3) % vertices.Count));
indices.Add((short)((i*2 + 1) % vertices.Count));
indices.Add((short)((i*2 + 1) % vertices.Count));
indices.Add((short)((i*2 + 3) % vertices.Count));
indices.Add((short)((i*2 + 4) % vertices.Count));
indices.Add((short)((i*2 + 2) % vertices.Count));
indices.Add((short)((i*2 + 1) % vertices.Count));
indices.Add((short)((i*2 + 4) % vertices.Count));
}
indices.Add(0);
indices.Add((short)(1));
indices.Add((short)(vertices.Count - 1));
indices.Add((short)(vertices.Count - 2));
indices.Add((short)(1));
indices.Add((short)(vertices.Count-1));
indices.Add((short)(vertices.Count-2));
indices.Add((short)(1));
indices.Add((short)(2));
indices.Add((short)(vertices.Count-1));
vertexCount = vertices.Count;
indexCount = indices.Count;
@@ -491,19 +562,19 @@ namespace Barotrauma.Lights
//now we just create a buffer for 64 verts and make it larger if needed
if (lightVolumeBuffer == null)
{
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
}
else if (vertexCount > lightVolumeBuffer.VertexCount)
else if (vertexCount > lightVolumeBuffer.VertexCount || indexCount > lightVolumeIndexBuffer.IndexCount)
{
lightVolumeBuffer.Dispose();
lightVolumeIndexBuffer.Dispose();
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
}
lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
lightVolumeBuffer.SetData<VertexPositionColorTexture>(vertices.ToArray());
lightVolumeIndexBuffer.SetData<short>(indices.ToArray());
}
@@ -562,7 +633,7 @@ namespace Barotrauma.Lights
}
else
{
lightEffect.Texture = LightTexture;
lightEffect.Texture = texture??LightTexture;
}
lightEffect.CurrentTechnique.Passes[0].Apply();
@@ -571,6 +642,7 @@ namespace Barotrauma.Lights
GameMain.Instance.GraphicsDevice.DrawIndexedPrimitives
(
//PrimitiveType.LineList, 0, 0, indexCount / 2
PrimitiveType.TriangleList, 0, 0, indexCount / 3
);
}

View File

@@ -258,7 +258,7 @@ namespace Barotrauma.Particles
}
else
{
Hull newHull = Hull.FindHull(position);
Hull newHull = Hull.FindHull(position,currentHull);
if (newHull != currentHull)
{
currentHull = newHull;

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -14,7 +14,7 @@ namespace Barotrauma
readonly RenderTarget2D renderTargetBackground;
readonly RenderTarget2D renderTarget;
readonly RenderTarget2D renderTargetWater;
readonly RenderTarget2D renderTargetAir;
readonly RenderTarget2D renderTargetFinal;
private Effect damageEffect;
@@ -27,9 +27,9 @@ namespace Barotrauma
cam.Translate(new Vector2(-10.0f, 50.0f));
renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
renderTargetFinal = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
#if LINUX
@@ -97,7 +97,6 @@ namespace Barotrauma
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
foreach (Submarine sub in Submarine.Loaded)
{
sub.UpdateTransform();
@@ -113,197 +112,137 @@ namespace Barotrauma
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
}
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
//----------------------------------------------------------------------------------------
graphics.SetRenderTarget(renderTargetBackground);
if (Level.Loaded == null)
{
graphics.Clear(new Color(11, 18, 26, 255));
}
else
{
//graphics.Clear(new Color(255, 255, 255, 255));
Level.Loaded.DrawBack(graphics, spriteBatch, cam);
}
//draw structures that are in water and not part of any sub (e.g. ruins)
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine == null);
spriteBatch.End();
//draw alpha blended particles that are in water and behind subs
//draw alpha blended particles that are in water and behind subs
#if LINUX
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are in water and behind subs
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
spriteBatch.End();
//draw submarine structures that are behind water
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine != null);
spriteBatch.End();
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are in water and behind subs
//TODO: make these draw properly somehow, since they're not rendered into the lightmap anymore
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => s is Structure && ((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal);
foreach (Structure s in Structure.WallList)
{
if ((s.ResizeVertical != s.ResizeHorizontal) && s.CastShadow)
{
GUI.DrawRectangle(spriteBatch, new Vector2(s.DrawPosition.X-s.WorldRect.Width/2,-s.DrawPosition.Y-s.WorldRect.Height/2), new Vector2(s.WorldRect.Width, s.WorldRect.Height), Color.Black, true);
}
}
spriteBatch.End();
graphics.SetRenderTarget(renderTarget);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.Opaque);
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null, null, null, null,
cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, null);
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
Submarine.DrawBack(spriteBatch, false, s => s is Structure && !(((Structure)s).ResizeVertical && ((Structure)s).ResizeHorizontal));
foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
spriteBatch.End();
//----------------------------------------------------------------------------------------
//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
graphics.SetRenderTarget(renderTargetWater);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor);
spriteBatch.End();
//draw alpha blended particles that are inside a sub
#if LINUX
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
spriteBatch.End();
//----------------------------------------------------------------------------------------
//draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir
graphics.SetRenderTarget(renderTargetAir);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
//draw alpha blended particles that are not in water
#if LINUX
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
//draw additive particles that are not in water
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.DepthRead, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
{
graphics.SetRenderTarget(renderTarget);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.Opaque, null, null, null, lightBlur.Effect);
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend, SamplerState.LinearWrap,
null, null, null,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, null, false);
Submarine.DrawFront(spriteBatch, false, s => s is Structure);
spriteBatch.End();
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
}
graphics.SetRenderTarget(null);
//----------------------------------------------------------------------------------------
//2. pass the renderTarget to the water shader to do the water effect
//----------------------------------------------------------------------------------------
Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
Hull.renderer.PositionInBuffer = 0;
foreach (Hull hull in Hull.hullList)
{
hull.Render(graphics, cam);
}
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
//----------------------------------------------------------------------------------------
//3. draw the sections of the map that are on top of the water
//----------------------------------------------------------------------------------------
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend, SamplerState.LinearWrap,
null, null, null,
cam.Transform);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, null, null, cam.Transform);
Submarine.DrawFront(spriteBatch, false, null);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.NonPremultiplied, SamplerState.LinearWrap,
null, null,
damageEffect,
cam.Transform);
//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
graphics.SetRenderTarget(renderTargetWater);
Submarine.DrawDamageable(spriteBatch, damageEffect, false);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor);
spriteBatch.End();
spriteBatch.End();
//draw alpha blended particles that are inside a sub
#if LINUX
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
graphics.SetRenderTarget(renderTarget);
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend, SamplerState.LinearWrap,
null, null, null,
cam.Transform);
//draw alpha blended particles that are not in water
#if LINUX
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
//draw additive particles that are not in water
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
graphics.SetRenderTarget(renderTargetFinal);
Hull.renderer.RenderBack(spriteBatch, renderTargetWater);
spriteBatch.End();
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
Hull.renderer.PositionInBuffer = 0;
foreach (Hull hull in Hull.hullList)
{
hull.Render(graphics, cam);
}
if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
{
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, false);
Hull.renderer.Render(graphics, cam, renderTarget, Cam.ShaderTransform);
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone, null);
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.NonPremultiplied, SamplerState.LinearWrap,
null, null,
damageEffect,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, damageEffect, false);
spriteBatch.End();
float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r));
//draw additive particles that are inside a sub
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
spriteBatch.End();
spriteBatch.End();
}
if (GameMain.LightManager.LightingEnabled)
{
spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative, null, DepthStencilState.None, null, null, null);
spriteBatch.Draw(GameMain.LightManager.lightMap, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
}
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
spriteBatch.End();
graphics.SetRenderTarget(null);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, null, null, null);
if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
{
spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), new Color(10, 24, 30, 255));
spriteBatch.End();
Hull.renderer.waterEffect.CurrentTechnique = Hull.renderer.waterEffect.Techniques["LosShader"];
Hull.renderer.waterEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, null, Hull.renderer.waterEffect, null);
}
spriteBatch.Draw(renderTargetFinal, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
spriteBatch.End();
}
}
}

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.IO;
@@ -186,18 +186,23 @@ namespace Barotrauma
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color)
{
DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color);
DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One);
}
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color)
{
DrawTiled(spriteBatch, pos, targetSize, startOffset, sourceRect, color, Vector2.One);
}
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Rectangle sourceRect, Color color, Vector2 scale)
{
//pos.X = (int)pos.X;
//pos.Y = (int)pos.Y;
//how many times the texture needs to be drawn on the x-axis
int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / sourceRect.Width);
int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / (sourceRect.Width*scale.X));
//how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height);
int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / (sourceRect.Height*scale.Y));
Vector2 position = pos - startOffset;
Rectangle drawRect = sourceRect;
@@ -211,11 +216,11 @@ namespace Barotrauma
if (x == xTiles - 1)
{
drawRect.Width -= (int)((position.X + sourceRect.Width) - (pos.X + targetSize.X));
drawRect.Width -= (int)((position.X + sourceRect.Width*scale.X) - (pos.X + targetSize.X));
}
else
{
drawRect.Width = sourceRect.Width;
drawRect.Width = (int)(sourceRect.Width*scale.X);
}
if (position.X < pos.X)
@@ -234,11 +239,11 @@ namespace Barotrauma
if (y == yTiles - 1)
{
drawRect.Height -= (int)((position.Y + sourceRect.Height) - (pos.Y + targetSize.Y));
drawRect.Height -= (int)((position.Y + sourceRect.Height*scale.Y) - (pos.Y + targetSize.Y));
}
else
{
drawRect.Height = sourceRect.Height;
drawRect.Height = (int)(sourceRect.Height*scale.Y);
}
if (position.Y < pos.Y)
@@ -252,10 +257,10 @@ namespace Barotrauma
spriteBatch.Draw(texture, position,
drawRect, color, rotation, Vector2.Zero, 1.0f, effects, depth);
position.Y += sourceRect.Height;
position.Y += sourceRect.Height*scale.Y;
}
position.X += sourceRect.Width;
position.X += sourceRect.Width*scale.X;
}
}

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.IO;
using Color = Microsoft.Xna.Framework.Color;
@@ -44,7 +44,7 @@ namespace Barotrauma
try
{
using (Stream fileStream = File.OpenRead(path))
using (Stream fileStream = File.OpenRead(path))
{
var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
texture = PreMultiplyAlpha(texture);

View File

@@ -168,7 +168,7 @@ namespace Microsoft.Xna.Framework
// |-------|-------|-------|-------
// A B G R
private uint _packedValue;
/// <summary>
/// Constructs an RGBA color from a packed value.
/// The value is a 32-bit unsigned integer, with R in the least significant octet.
@@ -384,8 +384,8 @@ namespace Microsoft.Xna.Framework
this._packedValue = (this._packedValue & 0x00ffffff) | ((uint)value << 24);
}
}
/// <summary>
/// <summary>
/// Compares whether two <see cref="Color"/> instances are equal.
/// </summary>
/// <param name="a"><see cref="Color"/> instance on the left of the equal sign.</param>
@@ -395,13 +395,13 @@ namespace Microsoft.Xna.Framework
{
return (a._packedValue == b._packedValue);
}
/// <summary>
/// <summary>
/// Compares whether two <see cref="Color"/> instances are not equal.
/// </summary>
/// <param name="a"><see cref="Color"/> instance on the left of the not equal sign.</param>
/// <param name="b"><see cref="Color"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator !=(Color a, Color b)
{
return (a._packedValue != b._packedValue);
@@ -415,7 +415,7 @@ namespace Microsoft.Xna.Framework
{
return this._packedValue.GetHashCode();
}
/// <summary>
/// Compares whether current instance is equal to specified object.
/// </summary>
@@ -444,8 +444,8 @@ namespace Microsoft.Xna.Framework
get;
private set;
}
/// <summary>
/// <summary>
/// AliceBlue color (R:240,G:248,B:255,A:255).
/// </summary>
public static Color AliceBlue
@@ -466,13 +466,13 @@ namespace Microsoft.Xna.Framework
/// <summary>
/// Aqua color (R:0,G:255,B:255,A:255).
/// </summary>
public static Color Aqua
public static Color Aqua
{
get;
private set;
}
/// <summary>
/// <summary>
/// Aquamarine color (R:127,G:255,B:212,A:255).
/// </summary>
public static Color Aquamarine
@@ -484,13 +484,13 @@ namespace Microsoft.Xna.Framework
/// <summary>
/// Azure color (R:240,G:255,B:255,A:255).
/// </summary>
public static Color Azure
public static Color Azure
{
get;
private set;
}
/// <summary>
/// <summary>
/// Beige color (R:245,G:245,B:220,A:255).
/// </summary>
public static Color Beige
@@ -610,13 +610,13 @@ namespace Microsoft.Xna.Framework
/// <summary>
/// Cornsilk color (R:255,G:248,B:220,A:255).
/// </summary>
public static Color Cornsilk
public static Color Cornsilk
{
get;
private set;
}
/// <summary>
/// <summary>
/// Crimson color (R:220,G:20,B:60,A:255).
/// </summary>
public static Color Crimson
@@ -637,13 +637,13 @@ namespace Microsoft.Xna.Framework
/// <summary>
/// DarkBlue color (R:0,G:0,B:139,A:255).
/// </summary>
public static Color DarkBlue
public static Color DarkBlue
{
get;
private set;
}
/// <summary>
/// <summary>
/// DarkCyan color (R:0,G:139,B:139,A:255).
/// </summary>
public static Color DarkCyan
@@ -664,13 +664,13 @@ namespace Microsoft.Xna.Framework
/// <summary>
/// DarkGray color (R:169,G:169,B:169,A:255).
/// </summary>
public static Color DarkGray
public static Color DarkGray
{
get;
private set;
}
/// <summary>
/// <summary>
/// DarkGreen color (R:0,G:100,B:0,A:255).
/// </summary>
public static Color DarkGreen
@@ -733,7 +733,7 @@ namespace Microsoft.Xna.Framework
private set;
}
/// <summary>
/// <summary>
/// DarkSalmon color (R:233,G:150,B:122,A:255).
/// </summary>
public static Color DarkSalmon
@@ -850,7 +850,7 @@ namespace Microsoft.Xna.Framework
private set;
}
/// <summary>
/// <summary>
/// Fuchsia color (R:255,G:0,B:255,A:255).
/// </summary>
public static Color Fuchsia
@@ -1496,7 +1496,7 @@ namespace Microsoft.Xna.Framework
private set;
}
/// <summary>
/// <summary>
/// SaddleBrown color (R:139,G:69,B:19,A:255).
/// </summary>
public static Color SaddleBrown
@@ -1504,7 +1504,7 @@ namespace Microsoft.Xna.Framework
get;
private set;
}
/// <summary>
/// Salmon color (R:250,G:128,B:114,A:255).
/// </summary>
@@ -1532,7 +1532,7 @@ namespace Microsoft.Xna.Framework
private set;
}
/// <summary>
/// <summary>
/// SeaShell color (R:255,G:245,B:238,A:255).
/// </summary>
public static Color SeaShell
@@ -1541,7 +1541,7 @@ namespace Microsoft.Xna.Framework
private set;
}
/// <summary>
/// <summary>
/// Sienna color (R:160,G:82,B:45,A:255).
/// </summary>
public static Color Sienna
@@ -1550,7 +1550,7 @@ namespace Microsoft.Xna.Framework
private set;
}
/// <summary>
/// <summary>
/// Silver color (R:192,G:192,B:192,A:255).
/// </summary>
public static Color Silver
@@ -1649,7 +1649,7 @@ namespace Microsoft.Xna.Framework
private set;
}
/// <summary>
/// <summary>
/// Turquoise color (R:64,G:224,B:208,A:255).
/// </summary>
public static Color Turquoise
@@ -1670,12 +1670,12 @@ namespace Microsoft.Xna.Framework
/// <summary>
/// Wheat color (R:245,G:222,B:179,A:255).
/// </summary>
public static Color Wheat
public static Color Wheat
{
get;
private set;
}
/// <summary>
/// White color (R:255,G:255,B:255,A:255).
/// </summary>
@@ -1722,7 +1722,7 @@ namespace Microsoft.Xna.Framework
/// <returns>Interpolated <see cref="Color"/>.</returns>
public static Color Lerp(Color value1, Color value2, Single amount)
{
amount = MathHelper.Clamp(amount, 0, 1);
amount = MathHelper.Clamp(amount, 0, 1);
return new Color(
(int)MathHelper.Lerp(value1.R, value2.R, amount),
(int)MathHelper.Lerp(value1.G, value2.G, amount),
@@ -1730,24 +1730,24 @@ namespace Microsoft.Xna.Framework
(int)MathHelper.Lerp(value1.A, value2.A, amount) );
}
/// <summary>
/// <summary>
/// Multiply <see cref="Color"/> by value.
/// </summary>
/// <param name="value">Source <see cref="Color"/>.</param>
/// <param name="scale">Multiplicator.</param>
/// <returns>Multiplication result.</returns>
public static Color Multiply(Color value, float scale)
{
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
}
/// <summary>
public static Color Multiply(Color value, float scale)
{
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
}
/// <summary>
/// Multiply <see cref="Color"/> by value.
/// </summary>
/// <param name="value">Source <see cref="Color"/>.</param>
/// <param name="scale">Multiplicator.</param>
/// <returns>Multiplication result.</returns>
public static Color operator *(Color value, float scale)
public static Color operator *(Color value, float scale)
{
return new Color((int)(value.R * scale), (int)(value.G * scale), (int)(value.B * scale), (int)(value.A * scale));
}
@@ -1769,7 +1769,7 @@ namespace Microsoft.Xna.Framework
{
return new Vector4(R / 255.0f, G / 255.0f, B / 255.0f, A / 255.0f);
}
/// <summary>
/// Gets or sets packed value of this <see cref="Color"/>.
/// </summary>
@@ -1800,8 +1800,8 @@ namespace Microsoft.Xna.Framework
/// {R:[red] G:[green] B:[blue] A:[alpha]}
/// </summary>
/// <returns><see cref="String"/> representation of this <see cref="Color"/>.</returns>
public override string ToString ()
{
public override string ToString ()
{
StringBuilder sb = new StringBuilder(25);
sb.Append("{R:");
sb.Append(R);
@@ -1813,9 +1813,9 @@ namespace Microsoft.Xna.Framework
sb.Append(A);
sb.Append("}");
return sb.ToString();
}
/// <summary>
}
/// <summary>
/// Translate a non-premultipled alpha <see cref="Color"/> to a <see cref="Color"/> that contains premultiplied alpha.
/// </summary>
/// <param name="vector">A <see cref="Vector4"/> representing color.</param>
@@ -1824,8 +1824,8 @@ namespace Microsoft.Xna.Framework
{
return new Color(vector.X * vector.W, vector.Y * vector.W, vector.Z * vector.W, vector.W);
}
/// <summary>
/// <summary>
/// Translate a non-premultipled alpha <see cref="Color"/> to a <see cref="Color"/> that contains premultiplied alpha.
/// </summary>
/// <param name="r">Red component value.</param>
@@ -1839,15 +1839,15 @@ namespace Microsoft.Xna.Framework
}
#region IEquatable<Color> Members
/// <summary>
/// <summary>
/// Compares whether current instance is equal to specified <see cref="Color"/>.
/// </summary>
/// <param name="other">The <see cref="Color"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals(Color other)
{
return this.PackedValue == other.PackedValue;
return this.PackedValue == other.PackedValue;
}
#endregion

View File

@@ -15,7 +15,7 @@ namespace Microsoft.Xna.Framework.Graphics
/// <summary>
/// No options specified.
/// </summary>
None = 0,
None = 0,
/// <summary>
/// Render the sprite reversed along the X axis.
/// </summary>

View File

@@ -44,15 +44,15 @@ namespace Microsoft.Xna.Framework.Input
/// Identifies the state of a keyboard key.
/// </summary>
public enum KeyState
{
/// <summary>
/// Key is released.
/// </summary>
Up,
{
/// <summary>
/// Key is released.
/// </summary>
Up,
/// <summary>
/// Key is pressed.
/// </summary>
Down,
}
/// <summary>
/// Key is pressed.
/// </summary>
Down,
}
}

View File

@@ -9,7 +9,7 @@ namespace Microsoft.Xna.Framework.Input
/// <summary>
/// Holds the state of keystrokes by a keyboard.
/// </summary>
public struct KeyboardState
public struct KeyboardState
{
// Used for the common situation where GetPressedKeys will return an empty array
static Keys[] empty = new Keys[0];

View File

@@ -6,648 +6,648 @@ namespace Microsoft.Xna.Framework.Input
{
/// <summary>
/// Defines the keys on a keyboard.
/// </summary>
public enum Keys
{
/// </summary>
public enum Keys
{
/// <summary>
/// Reserved.
/// </summary>
None = 0,
None = 0,
/// <summary>
/// BACKSPACE key.
/// </summary>
Back = 8,
Back = 8,
/// <summary>
/// TAB key.
/// </summary>
Tab = 9,
Tab = 9,
/// <summary>
/// ENTER key.
/// </summary>
Enter = 13,
Enter = 13,
/// <summary>
/// CAPS LOCK key.
/// </summary>
CapsLock = 20,
CapsLock = 20,
/// <summary>
/// ESC key.
/// </summary>
Escape = 27,
Escape = 27,
/// <summary>
/// SPACEBAR key.
/// </summary>
Space = 32,
Space = 32,
/// <summary>
/// PAGE UP key.
/// </summary>
PageUp = 33,
PageUp = 33,
/// <summary>
/// PAGE DOWN key.
/// </summary>
PageDown = 34,
PageDown = 34,
/// <summary>
/// END key.
/// </summary>
End = 35,
End = 35,
/// <summary>
/// HOME key.
/// </summary>
Home = 36,
Home = 36,
/// <summary>
/// LEFT ARROW key.
/// </summary>
Left = 37,
Left = 37,
/// <summary>
/// UP ARROW key.
/// </summary>
Up = 38,
Up = 38,
/// <summary>
/// RIGHT ARROW key.
/// </summary>
Right = 39,
Right = 39,
/// <summary>
/// DOWN ARROW key.
/// </summary>
Down = 40,
Down = 40,
/// <summary>
/// SELECT key.
/// </summary>
Select = 41,
Select = 41,
/// <summary>
/// PRINT key.
/// </summary>
Print = 42,
Print = 42,
/// <summary>
/// EXECUTE key.
/// </summary>
Execute = 43,
Execute = 43,
/// <summary>
/// PRINT SCREEN key.
/// </summary>
PrintScreen = 44,
PrintScreen = 44,
/// <summary>
/// INS key.
/// </summary>
Insert = 45,
Insert = 45,
/// <summary>
/// DEL key.
/// </summary>
Delete = 46,
Delete = 46,
/// <summary>
/// HELP key.
/// </summary>
Help = 47,
Help = 47,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D0 = 48,
D0 = 48,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D1 = 49,
D1 = 49,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D2 = 50,
D2 = 50,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D3 = 51,
D3 = 51,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D4 = 52,
D4 = 52,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D5 = 53,
D5 = 53,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D6 = 54,
D6 = 54,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D7 = 55,
D7 = 55,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D8 = 56,
D8 = 56,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
D9 = 57,
D9 = 57,
/// <summary>
/// A key.
/// </summary>
A = 65,
A = 65,
/// <summary>
/// B key.
/// </summary>
B = 66,
B = 66,
/// <summary>
/// C key.
/// </summary>
C = 67,
C = 67,
/// <summary>
/// D key.
/// </summary>
D = 68,
D = 68,
/// <summary>
/// E key.
/// </summary>
E = 69,
E = 69,
/// <summary>
/// F key.
/// </summary>
F = 70,
F = 70,
/// <summary>
/// G key.
/// </summary>
G = 71,
G = 71,
/// <summary>
/// H key.
/// </summary>
H = 72,
H = 72,
/// <summary>
/// I key.
/// </summary>
I = 73,
I = 73,
/// <summary>
/// J key.
/// </summary>
J = 74,
J = 74,
/// <summary>
/// K key.
/// </summary>
K = 75,
K = 75,
/// <summary>
/// L key.
/// </summary>
L = 76,
L = 76,
/// <summary>
/// M key.
/// </summary>
M = 77,
M = 77,
/// <summary>
/// N key.
/// </summary>
N = 78,
N = 78,
/// <summary>
/// O key.
/// </summary>
O = 79,
O = 79,
/// <summary>
/// P key.
/// </summary>
P = 80,
P = 80,
/// <summary>
/// Q key.
/// </summary>
Q = 81,
Q = 81,
/// <summary>
/// R key.
/// </summary>
R = 82,
R = 82,
/// <summary>
/// S key.
/// </summary>
S = 83,
S = 83,
/// <summary>
/// T key.
/// </summary>
T = 84,
T = 84,
/// <summary>
/// U key.
/// </summary>
U = 85,
U = 85,
/// <summary>
/// V key.
/// </summary>
V = 86,
V = 86,
/// <summary>
/// W key.
/// </summary>
W = 87,
W = 87,
/// <summary>
/// X key.
/// </summary>
X = 88,
X = 88,
/// <summary>
/// Y key.
/// </summary>
Y = 89,
Y = 89,
/// <summary>
/// Z key.
/// </summary>
Z = 90,
Z = 90,
/// <summary>
/// Left Windows key.
/// </summary>
LeftWindows = 91,
LeftWindows = 91,
/// <summary>
/// Right Windows key.
/// </summary>
RightWindows = 92,
RightWindows = 92,
/// <summary>
/// Applications key.
/// </summary>
Apps = 93,
Apps = 93,
/// <summary>
/// Computer Sleep key.
/// </summary>
Sleep = 95,
Sleep = 95,
/// <summary>
/// Numeric keypad 0 key.
/// </summary>
NumPad0 = 96,
NumPad0 = 96,
/// <summary>
/// Numeric keypad 1 key.
/// </summary>
NumPad1 = 97,
NumPad1 = 97,
/// <summary>
/// Numeric keypad 2 key.
/// </summary>
NumPad2 = 98,
NumPad2 = 98,
/// <summary>
/// Numeric keypad 3 key.
/// </summary>
NumPad3 = 99,
NumPad3 = 99,
/// <summary>
/// Numeric keypad 4 key.
/// </summary>
NumPad4 = 100,
NumPad4 = 100,
/// <summary>
/// Numeric keypad 5 key.
/// </summary>
NumPad5 = 101,
NumPad5 = 101,
/// <summary>
/// Numeric keypad 6 key.
/// </summary>
NumPad6 = 102,
NumPad6 = 102,
/// <summary>
/// Numeric keypad 7 key.
/// </summary>
NumPad7 = 103,
NumPad7 = 103,
/// <summary>
/// Numeric keypad 8 key.
/// </summary>
NumPad8 = 104,
NumPad8 = 104,
/// <summary>
/// Numeric keypad 9 key.
/// </summary>
NumPad9 = 105,
NumPad9 = 105,
/// <summary>
/// Multiply key.
/// </summary>
Multiply = 106,
Multiply = 106,
/// <summary>
/// Add key.
/// </summary>
Add = 107,
Add = 107,
/// <summary>
/// Separator key.
/// </summary>
Separator = 108,
Separator = 108,
/// <summary>
/// Subtract key.
/// </summary>
Subtract = 109,
Subtract = 109,
/// <summary>
/// Decimal key.
/// </summary>
Decimal = 110,
Decimal = 110,
/// <summary>
/// Divide key.
/// </summary>
Divide = 111,
Divide = 111,
/// <summary>
/// F1 key.
/// </summary>
F1 = 112,
F1 = 112,
/// <summary>
/// F2 key.
/// </summary>
F2 = 113,
F2 = 113,
/// <summary>
/// F3 key.
/// </summary>
F3 = 114,
F3 = 114,
/// <summary>
/// F4 key.
/// </summary>
F4 = 115,
F4 = 115,
/// <summary>
/// F5 key.
/// </summary>
F5 = 116,
F5 = 116,
/// <summary>
/// F6 key.
/// </summary>
F6 = 117,
F6 = 117,
/// <summary>
/// F7 key.
/// </summary>
F7 = 118,
F7 = 118,
/// <summary>
/// F8 key.
/// </summary>
F8 = 119,
F8 = 119,
/// <summary>
/// F9 key.
/// </summary>
F9 = 120,
F9 = 120,
/// <summary>
/// F10 key.
/// </summary>
F10 = 121,
F10 = 121,
/// <summary>
/// F11 key.
/// </summary>
F11 = 122,
F11 = 122,
/// <summary>
/// F12 key.
/// </summary>
F12 = 123,
F12 = 123,
/// <summary>
/// F13 key.
/// </summary>
F13 = 124,
F13 = 124,
/// <summary>
/// F14 key.
/// </summary>
F14 = 125,
F14 = 125,
/// <summary>
/// F15 key.
/// </summary>
F15 = 126,
F15 = 126,
/// <summary>
/// F16 key.
/// </summary>
F16 = 127,
F16 = 127,
/// <summary>
/// F17 key.
/// </summary>
F17 = 128,
F17 = 128,
/// <summary>
/// F18 key.
/// </summary>
F18 = 129,
F18 = 129,
/// <summary>
/// F19 key.
/// </summary>
F19 = 130,
F19 = 130,
/// <summary>
/// F20 key.
/// </summary>
F20 = 131,
F20 = 131,
/// <summary>
/// F21 key.
/// </summary>
F21 = 132,
F21 = 132,
/// <summary>
/// F22 key.
/// </summary>
F22 = 133,
F22 = 133,
/// <summary>
/// F23 key.
/// </summary>
F23 = 134,
F23 = 134,
/// <summary>
/// F24 key.
/// </summary>
F24 = 135,
F24 = 135,
/// <summary>
/// NUM LOCK key.
/// </summary>
NumLock = 144,
NumLock = 144,
/// <summary>
/// SCROLL LOCK key.
/// </summary>
Scroll = 145,
Scroll = 145,
/// <summary>
/// Left SHIFT key.
/// </summary>
LeftShift = 160,
LeftShift = 160,
/// <summary>
/// Right SHIFT key.
/// </summary>
RightShift = 161,
RightShift = 161,
/// <summary>
/// Left CONTROL key.
/// </summary>
LeftControl = 162,
LeftControl = 162,
/// <summary>
/// Right CONTROL key.
/// </summary>
RightControl = 163,
RightControl = 163,
/// <summary>
/// Left ALT key.
/// </summary>
LeftAlt = 164,
LeftAlt = 164,
/// <summary>
/// Right ALT key.
/// </summary>
RightAlt = 165,
RightAlt = 165,
/// <summary>
/// Browser Back key.
/// </summary>
BrowserBack = 166,
BrowserBack = 166,
/// <summary>
/// Browser Forward key.
/// </summary>
BrowserForward = 167,
BrowserForward = 167,
/// <summary>
/// Browser Refresh key.
/// </summary>
BrowserRefresh = 168,
BrowserRefresh = 168,
/// <summary>
/// Browser Stop key.
/// </summary>
BrowserStop = 169,
BrowserStop = 169,
/// <summary>
/// Browser Search key.
/// </summary>
BrowserSearch = 170,
BrowserSearch = 170,
/// <summary>
/// Browser Favorites key.
/// </summary>
BrowserFavorites = 171,
BrowserFavorites = 171,
/// <summary>
/// Browser Start and Home key.
/// </summary>
BrowserHome = 172,
/// <summary>
BrowserHome = 172,
/// <summary>
/// Volume Mute key.
/// </summary>
/// </summary>
VolumeMute = 173,
/// <summary>
/// Volume Down key.
/// </summary>
VolumeDown = 174,
VolumeDown = 174,
/// <summary>
/// Volume Up key.
/// </summary>
VolumeUp = 175,
VolumeUp = 175,
/// <summary>
/// Next Track key.
/// </summary>
MediaNextTrack = 176,
MediaNextTrack = 176,
/// <summary>
/// Previous Track key.
/// </summary>
MediaPreviousTrack = 177,
MediaPreviousTrack = 177,
/// <summary>
/// Stop Media key.
/// </summary>
MediaStop = 178,
MediaStop = 178,
/// <summary>
/// Play/Pause Media key.
/// </summary>
MediaPlayPause = 179,
MediaPlayPause = 179,
/// <summary>
/// Start Mail key.
/// </summary>
LaunchMail = 180,
LaunchMail = 180,
/// <summary>
/// Select Media key.
/// </summary>
SelectMedia = 181,
SelectMedia = 181,
/// <summary>
/// Start Application 1 key.
/// </summary>
LaunchApplication1 = 182,
LaunchApplication1 = 182,
/// <summary>
/// Start Application 2 key.
/// </summary>
LaunchApplication2 = 183,
LaunchApplication2 = 183,
/// <summary>
/// The OEM Semicolon key on a US standard keyboard.
/// </summary>
OemSemicolon = 186,
OemSemicolon = 186,
/// <summary>
/// For any country/region, the '+' key.
/// </summary>
OemPlus = 187,
OemPlus = 187,
/// <summary>
/// For any country/region, the ',' key.
/// </summary>
OemComma = 188,
OemComma = 188,
/// <summary>
/// For any country/region, the '-' key.
/// </summary>
OemMinus = 189,
OemMinus = 189,
/// <summary>
/// For any country/region, the '.' key.
/// </summary>
OemPeriod = 190,
OemPeriod = 190,
/// <summary>
/// The OEM question mark key on a US standard keyboard.
/// </summary>
OemQuestion = 191,
OemQuestion = 191,
/// <summary>
/// The OEM tilde key on a US standard keyboard.
/// </summary>
OemTilde = 192,
OemTilde = 192,
/// <summary>
/// The OEM open bracket key on a US standard keyboard.
/// </summary>
OemOpenBrackets = 219,
OemOpenBrackets = 219,
/// <summary>
/// The OEM pipe key on a US standard keyboard.
/// </summary>
OemPipe = 220,
OemPipe = 220,
/// <summary>
/// The OEM close bracket key on a US standard keyboard.
/// </summary>
OemCloseBrackets = 221,
OemCloseBrackets = 221,
/// <summary>
/// The OEM singled/double quote key on a US standard keyboard.
/// </summary>
OemQuotes = 222,
OemQuotes = 222,
/// <summary>
/// Used for miscellaneous characters; it can vary by keyboard.
/// </summary>
Oem8 = 223,
Oem8 = 223,
/// <summary>
/// The OEM angle bracket or backslash key on the RT 102 key keyboard.
/// </summary>
OemBackslash = 226,
OemBackslash = 226,
/// <summary>
/// IME PROCESS key.
/// </summary>
ProcessKey = 229,
ProcessKey = 229,
/// <summary>
/// Attn key.
/// </summary>
Attn = 246,
Attn = 246,
/// <summary>
/// CrSel key.
/// </summary>
Crsel = 247,
Crsel = 247,
/// <summary>
/// ExSel key.
/// </summary>
Exsel = 248,
Exsel = 248,
/// <summary>
/// Erase EOF key.
/// </summary>
EraseEof = 249,
EraseEof = 249,
/// <summary>
/// Play key.
/// </summary>
Play = 250,
Play = 250,
/// <summary>
/// Zoom key.
/// </summary>
Zoom = 251,
Zoom = 251,
/// <summary>
/// PA1 key.
/// </summary>
Pa1 = 253,
Pa1 = 253,
/// <summary>
/// CLEAR key.
/// </summary>
OemClear = 254,
OemClear = 254,
/// <summary>
/// Green ChatPad key.
/// </summary>
ChatPadGreen = 0xCA,
ChatPadGreen = 0xCA,
/// <summary>
/// Orange ChatPad key.
/// </summary>
ChatPadOrange = 0xCB,
ChatPadOrange = 0xCB,
/// <summary>
/// PAUSE key.
/// </summary>
Pause = 0x13,
Pause = 0x13,
/// <summary>
/// IME Convert key.
/// </summary>
ImeConvert = 0x1c,
ImeConvert = 0x1c,
/// <summary>
/// IME NoConvert key.
/// </summary>
ImeNoConvert = 0x1d,
ImeNoConvert = 0x1d,
/// <summary>
/// Kana key on Japanese keyboards.
/// </summary>
Kana = 0x15,
Kana = 0x15,
/// <summary>
/// Kanji key on Japanese keyboards.
/// </summary>
Kanji = 0x19,
Kanji = 0x19,
/// <summary>
/// OEM Auto key.
/// </summary>
OemAuto = 0xf3,
OemAuto = 0xf3,
/// <summary>
/// OEM Copy key.
/// </summary>
OemCopy = 0xf2,
OemCopy = 0xf2,
/// <summary>
/// OEM Enlarge Window key.
/// </summary>
OemEnlW = 0xf4
}
OemEnlW = 0xf4
}
}

View File

@@ -147,7 +147,7 @@ namespace Microsoft.Xna.Framework
/// </summary>
/// <param name="a"><see cref="Point"/> instance on the left of the not equal sign.</param>
/// <param name="b"><see cref="Point"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator !=(Point a, Point b)
{
return !a.Equals(b);

View File

@@ -138,12 +138,12 @@ namespace Microsoft.Xna.Framework
/// <returns>The result of the quaternion addition.</returns>
public static Quaternion Add(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
quaternion.X = quaternion1.X + quaternion2.X;
quaternion.Y = quaternion1.Y + quaternion2.Y;
quaternion.Z = quaternion1.Z + quaternion2.Z;
quaternion.W = quaternion1.W + quaternion2.W;
return quaternion;
Quaternion quaternion;
quaternion.X = quaternion1.X + quaternion2.X;
quaternion.Y = quaternion1.Y + quaternion2.Y;
quaternion.Z = quaternion1.Z + quaternion2.Z;
quaternion.W = quaternion1.W + quaternion2.W;
return quaternion;
}
/// <summary>
@@ -154,10 +154,10 @@ namespace Microsoft.Xna.Framework
/// <param name="result">The result of the quaternion addition as an output parameter.</param>
public static void Add(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
result.X = quaternion1.X + quaternion2.X;
result.Y = quaternion1.Y + quaternion2.Y;
result.Z = quaternion1.Z + quaternion2.Z;
result.W = quaternion1.W + quaternion2.W;
result.X = quaternion1.X + quaternion2.X;
result.Y = quaternion1.Y + quaternion2.Y;
result.Z = quaternion1.Z + quaternion2.Z;
result.W = quaternion1.W + quaternion2.W;
}
#endregion
@@ -171,8 +171,8 @@ namespace Microsoft.Xna.Framework
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
/// <returns>The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation.</returns>
public static Quaternion Concatenate(Quaternion value1, Quaternion value2)
{
Quaternion quaternion;
{
Quaternion quaternion;
float x1 = value1.X;
float y1 = value1.Y;
@@ -180,17 +180,17 @@ namespace Microsoft.Xna.Framework
float w1 = value1.W;
float x2 = value2.X;
float y2 = value2.Y;
float z2 = value2.Z;
float w2 = value2.W;
float y2 = value2.Y;
float z2 = value2.Z;
float w2 = value2.W;
quaternion.X = ((x2 * w1) + (x1 * w2)) + ((y2 * z1) - (z2 * y1));
quaternion.Y = ((y2 * w1) + (y1 * w2)) + ((z2 * x1) - (x2 * z1));
quaternion.Z = ((z2 * w1) + (z1 * w2)) + ((x2 * y1) - (y2 * x1));
quaternion.W = (w2 * w1) - (((x2 * x1) + (y2 * y1)) + (z2 * z1));
quaternion.X = ((x2 * w1) + (x1 * w2)) + ((y2 * z1) - (z2 * y1));
quaternion.Y = ((y2 * w1) + (y1 * w2)) + ((z2 * x1) - (x2 * z1));
quaternion.Z = ((z2 * w1) + (z1 * w2)) + ((x2 * y1) - (y2 * x1));
quaternion.W = (w2 * w1) - (((x2 * x1) + (y2 * y1)) + (z2 * z1));
return quaternion;
}
return quaternion;
}
/// <summary>
/// Creates a new <see cref="Quaternion"/> that contains concatenation between two quaternion.
@@ -199,7 +199,7 @@ namespace Microsoft.Xna.Framework
/// <param name="value2">The second <see cref="Quaternion"/> to concatenate.</param>
/// <param name="result">The result of rotation of <paramref name="value1"/> followed by <paramref name="value2"/> rotation as an output parameter.</param>
public static void Concatenate(ref Quaternion value1, ref Quaternion value2, out Quaternion result)
{
{
float x1 = value1.X;
float y1 = value1.Y;
float z1 = value1.Z;
@@ -224,11 +224,11 @@ namespace Microsoft.Xna.Framework
/// Transforms this quaternion into its conjugated version.
/// </summary>
public void Conjugate()
{
X = -X;
Y = -Y;
Z = -Z;
}
{
X = -X;
Y = -Y;
Z = -Z;
}
/// <summary>
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
@@ -236,9 +236,9 @@ namespace Microsoft.Xna.Framework
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
/// <returns>The conjugate version of the specified quaternion.</returns>
public static Quaternion Conjugate(Quaternion value)
{
return new Quaternion(-value.X,-value.Y,-value.Z,value.W);
}
{
return new Quaternion(-value.X,-value.Y,-value.Z,value.W);
}
/// <summary>
/// Creates a new <see cref="Quaternion"/> that contains conjugated version of the specified quaternion.
@@ -246,12 +246,12 @@ namespace Microsoft.Xna.Framework
/// <param name="value">The quaternion which values will be used to create the conjugated version.</param>
/// <param name="result">The conjugated version of the specified quaternion as an output parameter.</param>
public static void Conjugate(ref Quaternion value, out Quaternion result)
{
result.X = -value.X;
result.Y = -value.Y;
result.Z = -value.Z;
result.W = value.W;
}
{
result.X = -value.X;
result.Y = -value.Y;
result.Z = -value.Z;
result.W = value.W;
}
#endregion
@@ -265,10 +265,10 @@ namespace Microsoft.Xna.Framework
/// <returns>The new quaternion builded from axis and angle.</returns>
public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
{
float half = angle * 0.5f;
float sin = (float)Math.Sin(half);
float cos = (float)Math.Cos(half);
return new Quaternion(axis.X * sin, axis.Y * sin, axis.Z * sin, cos);
float half = angle * 0.5f;
float sin = (float)Math.Sin(half);
float cos = (float)Math.Cos(half);
return new Quaternion(axis.X * sin, axis.Y * sin, axis.Z * sin, cos);
}
/// <summary>
@@ -280,12 +280,12 @@ namespace Microsoft.Xna.Framework
public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)
{
float half = angle * 0.5f;
float sin = (float)Math.Sin(half);
float cos = (float)Math.Cos(half);
result.X = axis.X * sin;
result.Y = axis.Y * sin;
result.Z = axis.Z * sin;
result.W = cos;
float sin = (float)Math.Sin(half);
float cos = (float)Math.Cos(half);
result.X = axis.X * sin;
result.Y = axis.Y * sin;
result.Z = axis.Z * sin;
result.W = cos;
}
#endregion
@@ -304,51 +304,51 @@ namespace Microsoft.Xna.Framework
float half;
float scale = matrix.M11 + matrix.M22 + matrix.M33;
if (scale > 0.0f)
{
if (scale > 0.0f)
{
sqrt = (float)Math.Sqrt(scale + 1.0f);
quaternion.W = sqrt * 0.5f;
quaternion.W = sqrt * 0.5f;
sqrt = 0.5f / sqrt;
quaternion.X = (matrix.M23 - matrix.M32) * sqrt;
quaternion.Y = (matrix.M31 - matrix.M13) * sqrt;
quaternion.Z = (matrix.M12 - matrix.M21) * sqrt;
quaternion.X = (matrix.M23 - matrix.M32) * sqrt;
quaternion.Y = (matrix.M31 - matrix.M13) * sqrt;
quaternion.Z = (matrix.M12 - matrix.M21) * sqrt;
return quaternion;
}
if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
{
return quaternion;
}
if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
{
sqrt = (float) Math.Sqrt(1.0f + matrix.M11 - matrix.M22 - matrix.M33);
half = 0.5f / sqrt;
quaternion.X = 0.5f * sqrt;
quaternion.Y = (matrix.M12 + matrix.M21) * half;
quaternion.Z = (matrix.M13 + matrix.M31) * half;
quaternion.W = (matrix.M23 - matrix.M32) * half;
quaternion.X = 0.5f * sqrt;
quaternion.Y = (matrix.M12 + matrix.M21) * half;
quaternion.Z = (matrix.M13 + matrix.M31) * half;
quaternion.W = (matrix.M23 - matrix.M32) * half;
return quaternion;
}
if (matrix.M22 > matrix.M33)
{
return quaternion;
}
if (matrix.M22 > matrix.M33)
{
sqrt = (float) Math.Sqrt(1.0f + matrix.M22 - matrix.M11 - matrix.M33);
half = 0.5f / sqrt;
quaternion.X = (matrix.M21 + matrix.M12) * half;
quaternion.Y = 0.5f * sqrt;
quaternion.Z = (matrix.M32 + matrix.M23) * half;
quaternion.W = (matrix.M31 - matrix.M13) * half;
quaternion.X = (matrix.M21 + matrix.M12) * half;
quaternion.Y = 0.5f * sqrt;
quaternion.Z = (matrix.M32 + matrix.M23) * half;
quaternion.W = (matrix.M31 - matrix.M13) * half;
return quaternion;
}
return quaternion;
}
sqrt = (float) Math.Sqrt(1.0f + matrix.M33 - matrix.M11 - matrix.M22);
half = 0.5f / sqrt;
half = 0.5f / sqrt;
quaternion.X = (matrix.M31 + matrix.M13) * half;
quaternion.Y = (matrix.M32 + matrix.M23) * half;
quaternion.Z = 0.5f * sqrt;
quaternion.W = (matrix.M12 - matrix.M21) * half;
return quaternion;
quaternion.X = (matrix.M31 + matrix.M13) * half;
quaternion.Y = (matrix.M32 + matrix.M23) * half;
quaternion.Z = 0.5f * sqrt;
quaternion.W = (matrix.M12 - matrix.M21) * half;
return quaternion;
}
/// <summary>
@@ -417,7 +417,7 @@ namespace Microsoft.Xna.Framework
/// <param name="roll">Roll around the z axis in radians.</param>
/// <returns>A new quaternion from the concatenated yaw, pitch, and roll angles.</returns>
public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
{
{
float halfRoll = roll * 0.5f;
float halfPitch = pitch * 0.5f;
float halfYaw = yaw * 0.5f;
@@ -442,8 +442,8 @@ namespace Microsoft.Xna.Framework
/// <param name="pitch">Pitch around the x axis in radians.</param>
/// <param name="roll">Roll around the z axis in radians.</param>
/// <param name="result">A new quaternion from the concatenated yaw, pitch, and roll angles as an output parameter.</param>
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
{
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
{
float halfRoll = roll * 0.5f;
float halfPitch = pitch * 0.5f;
float halfYaw = yaw * 0.5f;
@@ -474,25 +474,25 @@ namespace Microsoft.Xna.Framework
public static Quaternion Divide(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
float num5 = 1f / num14;
float num4 = -quaternion2.X * num5;
float num3 = -quaternion2.Y * num5;
float num2 = -quaternion2.Z * num5;
float num = quaternion2.W * num5;
float num13 = (y * num2) - (z * num3);
float num12 = (z * num4) - (x * num2);
float num11 = (x * num3) - (y * num4);
float num10 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num13;
quaternion.Y = ((y * num) + (num3 * w)) + num12;
quaternion.Z = ((z * num) + (num2 * w)) + num11;
quaternion.W = (w * num) - num10;
return quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
float num5 = 1f / num14;
float num4 = -quaternion2.X * num5;
float num3 = -quaternion2.Y * num5;
float num2 = -quaternion2.Z * num5;
float num = quaternion2.W * num5;
float num13 = (y * num2) - (z * num3);
float num12 = (z * num4) - (x * num2);
float num11 = (x * num3) - (y * num4);
float num10 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num13;
quaternion.Y = ((y * num) + (num3 * w)) + num12;
quaternion.Z = ((z * num) + (num2 * w)) + num11;
quaternion.W = (w * num) - num10;
return quaternion;
}
/// <summary>
@@ -504,23 +504,23 @@ namespace Microsoft.Xna.Framework
public static void Divide(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
float num5 = 1f / num14;
float num4 = -quaternion2.X * num5;
float num3 = -quaternion2.Y * num5;
float num2 = -quaternion2.Z * num5;
float num = quaternion2.W * num5;
float num13 = (y * num2) - (z * num3);
float num12 = (z * num4) - (x * num2);
float num11 = (x * num3) - (y * num4);
float num10 = ((x * num4) + (y * num3)) + (z * num2);
result.X = ((x * num) + (num4 * w)) + num13;
result.Y = ((y * num) + (num3 * w)) + num12;
result.Z = ((z * num) + (num2 * w)) + num11;
result.W = (w * num) - num10;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
float num5 = 1f / num14;
float num4 = -quaternion2.X * num5;
float num3 = -quaternion2.Y * num5;
float num2 = -quaternion2.Z * num5;
float num = quaternion2.W * num5;
float num13 = (y * num2) - (z * num3);
float num12 = (z * num4) - (x * num2);
float num11 = (x * num3) - (y * num4);
float num10 = ((x * num4) + (y * num3)) + (z * num2);
result.X = ((x * num) + (num4 * w)) + num13;
result.Y = ((y * num) + (num3 * w)) + num12;
result.Z = ((z * num) + (num2 * w)) + num11;
result.W = (w * num) - num10;
}
#endregion
@@ -572,7 +572,7 @@ namespace Microsoft.Xna.Framework
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals(Quaternion other)
{
return X == other.X &&
return X == other.X &&
Y == other.Y &&
Z == other.Z &&
W == other.W;
@@ -599,13 +599,13 @@ namespace Microsoft.Xna.Framework
public static Quaternion Inverse(Quaternion quaternion)
{
Quaternion quaternion2;
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
float num = 1f / num2;
quaternion2.X = -quaternion.X * num;
quaternion2.Y = -quaternion.Y * num;
quaternion2.Z = -quaternion.Z * num;
quaternion2.W = quaternion.W * num;
return quaternion2;
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
float num = 1f / num2;
quaternion2.X = -quaternion.X * num;
quaternion2.Y = -quaternion.Y * num;
quaternion2.Z = -quaternion.Z * num;
quaternion2.W = quaternion.W * num;
return quaternion2;
}
/// <summary>
@@ -616,11 +616,11 @@ namespace Microsoft.Xna.Framework
public static void Inverse(ref Quaternion quaternion, out Quaternion result)
{
float num2 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
float num = 1f / num2;
result.X = -quaternion.X * num;
result.Y = -quaternion.Y * num;
result.Z = -quaternion.Z * num;
result.W = quaternion.W * num;
float num = 1f / num2;
result.X = -quaternion.X * num;
result.Y = -quaternion.Y * num;
result.Z = -quaternion.Z * num;
result.W = quaternion.W * num;
}
#endregion
@@ -631,7 +631,7 @@ namespace Microsoft.Xna.Framework
/// <returns>The magnitude of the quaternion components.</returns>
public float Length()
{
return (float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
return (float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W));
}
/// <summary>
@@ -655,30 +655,30 @@ namespace Microsoft.Xna.Framework
public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
{
float num = amount;
float num2 = 1f - num;
Quaternion quaternion = new Quaternion();
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
if (num5 >= 0f)
{
quaternion.X = (num2 * quaternion1.X) + (num * quaternion2.X);
quaternion.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
quaternion.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
quaternion.W = (num2 * quaternion1.W) + (num * quaternion2.W);
}
else
{
quaternion.X = (num2 * quaternion1.X) - (num * quaternion2.X);
quaternion.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
quaternion.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
quaternion.W = (num2 * quaternion1.W) - (num * quaternion2.W);
}
float num4 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
float num3 = 1f / ((float) Math.Sqrt((double) num4));
quaternion.X *= num3;
quaternion.Y *= num3;
quaternion.Z *= num3;
quaternion.W *= num3;
return quaternion;
float num2 = 1f - num;
Quaternion quaternion = new Quaternion();
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
if (num5 >= 0f)
{
quaternion.X = (num2 * quaternion1.X) + (num * quaternion2.X);
quaternion.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
quaternion.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
quaternion.W = (num2 * quaternion1.W) + (num * quaternion2.W);
}
else
{
quaternion.X = (num2 * quaternion1.X) - (num * quaternion2.X);
quaternion.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
quaternion.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
quaternion.W = (num2 * quaternion1.W) - (num * quaternion2.W);
}
float num4 = (((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y)) + (quaternion.Z * quaternion.Z)) + (quaternion.W * quaternion.W);
float num3 = 1f / ((float) Math.Sqrt((double) num4));
quaternion.X *= num3;
quaternion.Y *= num3;
quaternion.Z *= num3;
quaternion.W *= num3;
return quaternion;
}
/// <summary>
@@ -691,28 +691,28 @@ namespace Microsoft.Xna.Framework
public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
{
float num = amount;
float num2 = 1f - num;
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
if (num5 >= 0f)
{
result.X = (num2 * quaternion1.X) + (num * quaternion2.X);
result.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
result.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
result.W = (num2 * quaternion1.W) + (num * quaternion2.W);
}
else
{
result.X = (num2 * quaternion1.X) - (num * quaternion2.X);
result.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
result.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
result.W = (num2 * quaternion1.W) - (num * quaternion2.W);
}
float num4 = (((result.X * result.X) + (result.Y * result.Y)) + (result.Z * result.Z)) + (result.W * result.W);
float num3 = 1f / ((float) Math.Sqrt((double) num4));
result.X *= num3;
result.Y *= num3;
result.Z *= num3;
result.W *= num3;
float num2 = 1f - num;
float num5 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
if (num5 >= 0f)
{
result.X = (num2 * quaternion1.X) + (num * quaternion2.X);
result.Y = (num2 * quaternion1.Y) + (num * quaternion2.Y);
result.Z = (num2 * quaternion1.Z) + (num * quaternion2.Z);
result.W = (num2 * quaternion1.W) + (num * quaternion2.W);
}
else
{
result.X = (num2 * quaternion1.X) - (num * quaternion2.X);
result.Y = (num2 * quaternion1.Y) - (num * quaternion2.Y);
result.Z = (num2 * quaternion1.Z) - (num * quaternion2.Z);
result.W = (num2 * quaternion1.W) - (num * quaternion2.W);
}
float num4 = (((result.X * result.X) + (result.Y * result.Y)) + (result.Z * result.Z)) + (result.W * result.W);
float num3 = 1f / ((float) Math.Sqrt((double) num4));
result.X *= num3;
result.Y *= num3;
result.Z *= num3;
result.W *= num3;
}
@@ -730,33 +730,33 @@ namespace Microsoft.Xna.Framework
public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
{
float num2;
float num3;
Quaternion quaternion;
float num = amount;
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
bool flag = false;
if (num4 < 0f)
{
flag = true;
num4 = -num4;
}
if (num4 > 0.999999f)
{
num3 = 1f - num;
num2 = flag ? -num : num;
}
else
{
float num5 = (float) Math.Acos((double) num4);
float num6 = (float) (1.0 / Math.Sin((double) num5));
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
}
quaternion.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
quaternion.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
quaternion.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
quaternion.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
return quaternion;
float num3;
Quaternion quaternion;
float num = amount;
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
bool flag = false;
if (num4 < 0f)
{
flag = true;
num4 = -num4;
}
if (num4 > 0.999999f)
{
num3 = 1f - num;
num2 = flag ? -num : num;
}
else
{
float num5 = (float) Math.Acos((double) num4);
float num6 = (float) (1.0 / Math.Sin((double) num5));
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
}
quaternion.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
quaternion.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
quaternion.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
quaternion.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
return quaternion;
}
/// <summary>
@@ -769,31 +769,31 @@ namespace Microsoft.Xna.Framework
public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
{
float num2;
float num3;
float num = amount;
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
bool flag = false;
if (num4 < 0f)
{
flag = true;
num4 = -num4;
}
if (num4 > 0.999999f)
{
num3 = 1f - num;
num2 = flag ? -num : num;
}
else
{
float num5 = (float) Math.Acos((double) num4);
float num6 = (float) (1.0 / Math.Sin((double) num5));
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
}
result.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
result.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
result.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
result.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
float num3;
float num = amount;
float num4 = (((quaternion1.X * quaternion2.X) + (quaternion1.Y * quaternion2.Y)) + (quaternion1.Z * quaternion2.Z)) + (quaternion1.W * quaternion2.W);
bool flag = false;
if (num4 < 0f)
{
flag = true;
num4 = -num4;
}
if (num4 > 0.999999f)
{
num3 = 1f - num;
num2 = flag ? -num : num;
}
else
{
float num5 = (float) Math.Acos((double) num4);
float num6 = (float) (1.0 / Math.Sin((double) num5));
num3 = ((float) Math.Sin((double) ((1f - num) * num5))) * num6;
num2 = flag ? (((float) -Math.Sin((double) (num * num5))) * num6) : (((float) Math.Sin((double) (num * num5))) * num6);
}
result.X = (num3 * quaternion1.X) + (num2 * quaternion2.X);
result.Y = (num3 * quaternion1.Y) + (num2 * quaternion2.Y);
result.Z = (num3 * quaternion1.Z) + (num2 * quaternion2.Z);
result.W = (num3 * quaternion1.W) + (num2 * quaternion2.W);
}
#endregion
@@ -809,11 +809,11 @@ namespace Microsoft.Xna.Framework
public static Quaternion Subtract(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
quaternion.X = quaternion1.X - quaternion2.X;
quaternion.Y = quaternion1.Y - quaternion2.Y;
quaternion.Z = quaternion1.Z - quaternion2.Z;
quaternion.W = quaternion1.W - quaternion2.W;
return quaternion;
quaternion.X = quaternion1.X - quaternion2.X;
quaternion.Y = quaternion1.Y - quaternion2.Y;
quaternion.Z = quaternion1.Z - quaternion2.Z;
quaternion.W = quaternion1.W - quaternion2.W;
return quaternion;
}
/// <summary>
@@ -825,9 +825,9 @@ namespace Microsoft.Xna.Framework
public static void Subtract(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
result.X = quaternion1.X - quaternion2.X;
result.Y = quaternion1.Y - quaternion2.Y;
result.Z = quaternion1.Z - quaternion2.Z;
result.W = quaternion1.W - quaternion2.W;
result.Y = quaternion1.Y - quaternion2.Y;
result.Z = quaternion1.Z - quaternion2.Z;
result.W = quaternion1.W - quaternion2.W;
}
#endregion
@@ -843,23 +843,23 @@ namespace Microsoft.Xna.Framework
public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num4 = quaternion2.X;
float num3 = quaternion2.Y;
float num2 = quaternion2.Z;
float num = quaternion2.W;
float num12 = (y * num2) - (z * num3);
float num11 = (z * num4) - (x * num2);
float num10 = (x * num3) - (y * num4);
float num9 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num12;
quaternion.Y = ((y * num) + (num3 * w)) + num11;
quaternion.Z = ((z * num) + (num2 * w)) + num10;
quaternion.W = (w * num) - num9;
return quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num4 = quaternion2.X;
float num3 = quaternion2.Y;
float num2 = quaternion2.Z;
float num = quaternion2.W;
float num12 = (y * num2) - (z * num3);
float num11 = (z * num4) - (x * num2);
float num10 = (x * num3) - (y * num4);
float num9 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num12;
quaternion.Y = ((y * num) + (num3 * w)) + num11;
quaternion.Z = ((z * num) + (num2 * w)) + num10;
quaternion.W = (w * num) - num9;
return quaternion;
}
/// <summary>
@@ -871,11 +871,11 @@ namespace Microsoft.Xna.Framework
public static Quaternion Multiply(Quaternion quaternion1, float scaleFactor)
{
Quaternion quaternion;
quaternion.X = quaternion1.X * scaleFactor;
quaternion.Y = quaternion1.Y * scaleFactor;
quaternion.Z = quaternion1.Z * scaleFactor;
quaternion.W = quaternion1.W * scaleFactor;
return quaternion;
quaternion.X = quaternion1.X * scaleFactor;
quaternion.Y = quaternion1.Y * scaleFactor;
quaternion.Z = quaternion1.Z * scaleFactor;
quaternion.W = quaternion1.W * scaleFactor;
return quaternion;
}
/// <summary>
@@ -887,9 +887,9 @@ namespace Microsoft.Xna.Framework
public static void Multiply(ref Quaternion quaternion1, float scaleFactor, out Quaternion result)
{
result.X = quaternion1.X * scaleFactor;
result.Y = quaternion1.Y * scaleFactor;
result.Z = quaternion1.Z * scaleFactor;
result.W = quaternion1.W * scaleFactor;
result.Y = quaternion1.Y * scaleFactor;
result.Z = quaternion1.Z * scaleFactor;
result.W = quaternion1.W * scaleFactor;
}
/// <summary>
@@ -901,21 +901,21 @@ namespace Microsoft.Xna.Framework
public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
{
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num4 = quaternion2.X;
float num3 = quaternion2.Y;
float num2 = quaternion2.Z;
float num = quaternion2.W;
float num12 = (y * num2) - (z * num3);
float num11 = (z * num4) - (x * num2);
float num10 = (x * num3) - (y * num4);
float num9 = ((x * num4) + (y * num3)) + (z * num2);
result.X = ((x * num) + (num4 * w)) + num12;
result.Y = ((y * num) + (num3 * w)) + num11;
result.Z = ((z * num) + (num2 * w)) + num10;
result.W = (w * num) - num9;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num4 = quaternion2.X;
float num3 = quaternion2.Y;
float num2 = quaternion2.Z;
float num = quaternion2.W;
float num12 = (y * num2) - (z * num3);
float num11 = (z * num4) - (x * num2);
float num10 = (x * num3) - (y * num4);
float num9 = ((x * num4) + (y * num3)) + (z * num2);
result.X = ((x * num) + (num4 * w)) + num12;
result.Y = ((y * num) + (num3 * w)) + num11;
result.Z = ((z * num) + (num2 * w)) + num10;
result.W = (w * num) - num9;
}
#endregion
@@ -929,7 +929,7 @@ namespace Microsoft.Xna.Framework
/// <returns>The result of the quaternion negation.</returns>
public static Quaternion Negate(Quaternion quaternion)
{
return new Quaternion(-quaternion.X, -quaternion.Y, -quaternion.Z, -quaternion.W);
return new Quaternion(-quaternion.X, -quaternion.Y, -quaternion.Z, -quaternion.W);
}
/// <summary>
@@ -940,9 +940,9 @@ namespace Microsoft.Xna.Framework
public static void Negate(ref Quaternion quaternion, out Quaternion result)
{
result.X = -quaternion.X;
result.Y = -quaternion.Y;
result.Z = -quaternion.Z;
result.W = -quaternion.W;
result.Y = -quaternion.Y;
result.Z = -quaternion.Z;
result.W = -quaternion.W;
}
#endregion
@@ -954,11 +954,11 @@ namespace Microsoft.Xna.Framework
/// </summary>
public void Normalize()
{
float num = 1f / ((float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W)));
X *= num;
Y *= num;
Z *= num;
W *= num;
float num = 1f / ((float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W)));
X *= num;
Y *= num;
Z *= num;
W *= num;
}
/// <summary>
@@ -969,12 +969,12 @@ namespace Microsoft.Xna.Framework
public static Quaternion Normalize(Quaternion quaternion)
{
Quaternion result;
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
result.X = quaternion.X * num;
result.Y = quaternion.Y * num;
result.Z = quaternion.Z * num;
result.W = quaternion.W * num;
return result;
return result;
}
/// <summary>
@@ -984,11 +984,11 @@ namespace Microsoft.Xna.Framework
/// <param name="result">The unit length quaternion an output parameter.</param>
public static void Normalize(ref Quaternion quaternion, out Quaternion result)
{
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
result.X = quaternion.X * num;
result.Y = quaternion.Y * num;
result.Z = quaternion.Z * num;
result.W = quaternion.W * num;
float num = 1f / ((float) Math.Sqrt((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W)));
result.X = quaternion.X * num;
result.Y = quaternion.Y * num;
result.Z = quaternion.Z * num;
result.W = quaternion.W * num;
}
#endregion
@@ -1025,11 +1025,11 @@ namespace Microsoft.Xna.Framework
public static Quaternion operator +(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
quaternion.X = quaternion1.X + quaternion2.X;
quaternion.Y = quaternion1.Y + quaternion2.Y;
quaternion.Z = quaternion1.Z + quaternion2.Z;
quaternion.W = quaternion1.W + quaternion2.W;
return quaternion;
quaternion.X = quaternion1.X + quaternion2.X;
quaternion.Y = quaternion1.Y + quaternion2.Y;
quaternion.Z = quaternion1.Z + quaternion2.Z;
quaternion.W = quaternion1.W + quaternion2.W;
return quaternion;
}
/// <summary>
@@ -1041,25 +1041,25 @@ namespace Microsoft.Xna.Framework
public static Quaternion operator /(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
float num5 = 1f / num14;
float num4 = -quaternion2.X * num5;
float num3 = -quaternion2.Y * num5;
float num2 = -quaternion2.Z * num5;
float num = quaternion2.W * num5;
float num13 = (y * num2) - (z * num3);
float num12 = (z * num4) - (x * num2);
float num11 = (x * num3) - (y * num4);
float num10 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num13;
quaternion.Y = ((y * num) + (num3 * w)) + num12;
quaternion.Z = ((z * num) + (num2 * w)) + num11;
quaternion.W = (w * num) - num10;
return quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num14 = (((quaternion2.X * quaternion2.X) + (quaternion2.Y * quaternion2.Y)) + (quaternion2.Z * quaternion2.Z)) + (quaternion2.W * quaternion2.W);
float num5 = 1f / num14;
float num4 = -quaternion2.X * num5;
float num3 = -quaternion2.Y * num5;
float num2 = -quaternion2.Z * num5;
float num = quaternion2.W * num5;
float num13 = (y * num2) - (z * num3);
float num12 = (z * num4) - (x * num2);
float num11 = (x * num3) - (y * num4);
float num10 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num13;
quaternion.Y = ((y * num) + (num3 * w)) + num12;
quaternion.Z = ((z * num) + (num2 * w)) + num11;
quaternion.W = (w * num) - num10;
return quaternion;
}
/// <summary>
@@ -1078,14 +1078,14 @@ namespace Microsoft.Xna.Framework
/// </summary>
/// <param name="quaternion1"><see cref="Quaternion"/> instance on the left of the not equal sign.</param>
/// <param name="quaternion2"><see cref="Quaternion"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2)
{
if (((quaternion1.X == quaternion2.X) && (quaternion1.Y == quaternion2.Y)) && (quaternion1.Z == quaternion2.Z))
{
return (quaternion1.W != quaternion2.W);
}
return true;
{
return (quaternion1.W != quaternion2.W);
}
return true;
}
/// <summary>
@@ -1097,23 +1097,23 @@ namespace Microsoft.Xna.Framework
public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num4 = quaternion2.X;
float num3 = quaternion2.Y;
float num2 = quaternion2.Z;
float num = quaternion2.W;
float num12 = (y * num2) - (z * num3);
float num11 = (z * num4) - (x * num2);
float num10 = (x * num3) - (y * num4);
float num9 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num12;
quaternion.Y = ((y * num) + (num3 * w)) + num11;
quaternion.Z = ((z * num) + (num2 * w)) + num10;
quaternion.W = (w * num) - num9;
return quaternion;
float x = quaternion1.X;
float y = quaternion1.Y;
float z = quaternion1.Z;
float w = quaternion1.W;
float num4 = quaternion2.X;
float num3 = quaternion2.Y;
float num2 = quaternion2.Z;
float num = quaternion2.W;
float num12 = (y * num2) - (z * num3);
float num11 = (z * num4) - (x * num2);
float num10 = (x * num3) - (y * num4);
float num9 = ((x * num4) + (y * num3)) + (z * num2);
quaternion.X = ((x * num) + (num4 * w)) + num12;
quaternion.Y = ((y * num) + (num3 * w)) + num11;
quaternion.Z = ((z * num) + (num2 * w)) + num10;
quaternion.W = (w * num) - num9;
return quaternion;
}
/// <summary>
@@ -1125,11 +1125,11 @@ namespace Microsoft.Xna.Framework
public static Quaternion operator *(Quaternion quaternion1, float scaleFactor)
{
Quaternion quaternion;
quaternion.X = quaternion1.X * scaleFactor;
quaternion.Y = quaternion1.Y * scaleFactor;
quaternion.Z = quaternion1.Z * scaleFactor;
quaternion.W = quaternion1.W * scaleFactor;
return quaternion;
quaternion.X = quaternion1.X * scaleFactor;
quaternion.Y = quaternion1.Y * scaleFactor;
quaternion.Z = quaternion1.Z * scaleFactor;
quaternion.W = quaternion1.W * scaleFactor;
return quaternion;
}
/// <summary>
@@ -1141,11 +1141,11 @@ namespace Microsoft.Xna.Framework
public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2)
{
Quaternion quaternion;
quaternion.X = quaternion1.X - quaternion2.X;
quaternion.Y = quaternion1.Y - quaternion2.Y;
quaternion.Z = quaternion1.Z - quaternion2.Z;
quaternion.W = quaternion1.W - quaternion2.W;
return quaternion;
quaternion.X = quaternion1.X - quaternion2.X;
quaternion.Y = quaternion1.Y - quaternion2.Y;
quaternion.Z = quaternion1.Z - quaternion2.Z;
quaternion.W = quaternion1.W - quaternion2.W;
return quaternion;
}
@@ -1157,11 +1157,11 @@ namespace Microsoft.Xna.Framework
public static Quaternion operator -(Quaternion quaternion)
{
Quaternion quaternion2;
quaternion2.X = -quaternion.X;
quaternion2.Y = -quaternion.Y;
quaternion2.Z = -quaternion.Z;
quaternion2.W = -quaternion.W;
return quaternion2;
quaternion2.X = -quaternion.X;
quaternion2.Y = -quaternion.Y;
quaternion2.Z = -quaternion.Z;
quaternion2.W = -quaternion.W;
return quaternion2;
}
#endregion

View File

@@ -236,7 +236,7 @@ namespace Microsoft.Xna.Framework
/// <param name="x">The x coordinate of the point to check for containment.</param>
/// <param name="y">The y coordinate of the point to check for containment.</param>
/// <returns><c>true</c> if the provided coordinates lie inside this <see cref="Rectangle"/>; <c>false</c> otherwise.</returns>
public bool Contains(int x, int y)
public bool Contains(int x, int y)
{
return ((((this.X <= x) && (x < (this.X + this.Width))) && (this.Y <= y)) && (y < (this.Y + this.Height)));
}
@@ -251,7 +251,7 @@ namespace Microsoft.Xna.Framework
{
return ((((this.X <= x) && (x < (this.X + this.Width))) && (this.Y <= y)) && (y < (this.Y + this.Height)));
}
/// <summary>
/// Gets whether or not the provided <see cref="Point"/> lies within the bounds of this <see cref="Rectangle"/>.
/// </summary>
@@ -517,7 +517,7 @@ namespace Microsoft.Xna.Framework
result.Width = Math.Max(value1.Right, value2.Right) - result.X;
result.Height = Math.Max(value1.Bottom, value2.Bottom) - result.Y;
}
#endregion
}
}

View File

@@ -1120,7 +1120,7 @@ namespace Microsoft.Xna.Framework
/// </summary>
/// <param name="value1"><see cref="Vector4"/> instance on the left of the not equal sign.</param>
/// <param name="value2"><see cref="Vector4"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator !=(Vector4 value1, Vector4 value2)
{
return !(value1 == value2);

View File

@@ -48,8 +48,9 @@ float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoor
float4 main2(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 losColor = tex2D(LosSampler, texCoord);
float4 sample = tex2D(TextureSampler, texCoord);
float4 outColor = float4(losColor.x, losColor.y, losColor.z, color.w);
float4 outColor = float4(sample.x, sample.y, sample.z, losColor.x);
return outColor;
}
@@ -69,4 +70,4 @@ technique LosShader
{
PixelShader = compile ps_4_0_level_9_1 main2();
}
}
}

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View File

@@ -13,13 +13,15 @@ namespace Barotrauma
{
public string Text;
public Color Color;
public bool IsCommand;
public readonly string Time;
public ColoredText(string text, Color color)
public ColoredText(string text, Color color, bool isCommand)
{
this.Text = text;
this.Color = color;
this.IsCommand = isCommand;
Time = DateTime.Now.ToString();
}
@@ -1028,9 +1030,14 @@ namespace Barotrauma
direction = MathHelper.Clamp(direction, -1, 1);
selectedIndex += direction;
if (selectedIndex < 0) selectedIndex = Messages.Count - 1;
selectedIndex = selectedIndex % Messages.Count;
int i = 0;
do
{
selectedIndex += direction;
if (selectedIndex < 0) selectedIndex = Messages.Count - 1;
selectedIndex = selectedIndex % Messages.Count;
if (++i >= Messages.Count) break;
} while (!Messages[selectedIndex].IsCommand);
return Messages[selectedIndex].Text;
}
@@ -1042,7 +1049,7 @@ namespace Barotrauma
#if CLIENT
activeQuestionText = null;
#endif
NewMessage(command, Color.White);
NewMessage(command, Color.White, true);
//reset the variable before invoking the delegate because the method may need to activate another question
var temp = activeQuestionCallback;
activeQuestionCallback = null;
@@ -1056,7 +1063,7 @@ namespace Barotrauma
if (!splitCommand[0].ToLowerInvariant().Equals("admin"))
{
NewMessage(command, Color.White);
NewMessage(command, Color.White, true);
}
#if !DEBUG && CLIENT
@@ -1131,12 +1138,12 @@ namespace Barotrauma
return null;
}
public static void NewMessage(string msg, Color color)
public static void NewMessage(string msg, Color color, bool isCommand = false)
{
if (string.IsNullOrEmpty((msg))) return;
#if SERVER
Messages.Add(new ColoredText(msg, color));
Messages.Add(new ColoredText(msg, color, isCommand));
//TODO: REMOVE
Console.ForegroundColor = XnaToConsoleColor.Convert(color);
@@ -1151,7 +1158,7 @@ namespace Barotrauma
#elif CLIENT
lock (queuedMessages)
{
queuedMessages.Enqueue(new ColoredText(msg, color));
queuedMessages.Enqueue(new ColoredText(msg, color, isCommand));
}
#endif
}

View File

@@ -1204,7 +1204,7 @@ namespace Barotrauma
Color color = Color.Red;
if (ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false)) color = Color.Orange;
texts.Add(new ColoredText(ic.Msg, color));
texts.Add(new ColoredText(ic.Msg, color, false));
}
return texts;

File diff suppressed because it is too large Load Diff

View File

@@ -1,4 +1,4 @@
/*
/*
* Created by SharpDevelop.
* User: Burhan
* Date: 17/06/2014
@@ -8,31 +8,31 @@
*/
/*
Copyright 2011 James Humphreys. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are
permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of
conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list
of conditions and the following disclaimer in the documentation and/or other materials
provided with the distribution.
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS\" AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those of the
authors and should not be interpreted as representing official policies, either expressed
or implied, of James Humphreys.
Copyright 2011 James Humphreys. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are
permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of
conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list
of conditions and the following disclaimer in the documentation and/or other materials
provided with the distribution.
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS\" AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those of the
authors and should not be interpreted as representing official policies, either expressed
or implied, of James Humphreys.
*/
/*
@@ -58,63 +58,63 @@ using System.Collections.Generic;
namespace Voronoi2
{
public class Point
{
public double x, y;
public void setPoint ( double x, double y )
{
this.x = x;
this.y = y;
}
}
// use for sites and vertecies
public class Site
{
public Point coord;
public int sitenbr;
{
public double x, y;
public void setPoint ( double x, double y )
{
this.x = x;
this.y = y;
}
}
// use for sites and vertecies
public class Site
{
public Point coord;
public int sitenbr;
public void SetPoint(Vector2 point)
{
coord.setPoint(point.X, point.Y);
}
public Site ()
{
coord = new Point();
}
}
public class Edge
{
public double a = 0, b = 0, c = 0;
public Site[] ep;
public Site[] reg;
public int edgenbr;
public Edge ()
{
ep = new Site[2];
reg = new Site[2];
}
}
public class Halfedge
{
public Halfedge ELleft, ELright;
public Edge ELedge;
public bool deleted;
public int ELpm;
public Site vertex;
public double ystar;
public Halfedge PQnext;
public Halfedge ()
{
PQnext = null;
}
}
public Site ()
{
coord = new Point();
}
}
public class Edge
{
public double a = 0, b = 0, c = 0;
public Site[] ep;
public Site[] reg;
public int edgenbr;
public Edge ()
{
ep = new Site[2];
reg = new Site[2];
}
}
public class Halfedge
{
public Halfedge ELleft, ELright;
public Edge ELedge;
public bool deleted;
public int ELpm;
public Site vertex;
public double ystar;
public Halfedge PQnext;
public Halfedge ()
{
PQnext = null;
}
}
public enum CellType
{
@@ -187,11 +187,11 @@ namespace Voronoi2
return true;
}
}
public class GraphEdge
{
public class GraphEdge
{
public Vector2 point1, point2;
public Site site1, site2;
public Site site1, site2;
public VoronoiCell cell1, cell2;
public bool isSolid;
@@ -239,20 +239,20 @@ namespace Voronoi2
return normal;
}
}
// للترتيب
public class SiteSorterYX : IComparer<Site>
{
public int Compare ( Site p1, Site p2 )
{
Point s1 = p1.coord;
Point s2 = p2.coord;
if ( s1.y < s2.y ) return -1;
if ( s1.y > s2.y ) return 1;
if ( s1.x < s2.x ) return -1;
if ( s1.x > s2.x ) return 1;
return 0;
}
}
}
// للترتيب
public class SiteSorterYX : IComparer<Site>
{
public int Compare ( Site p1, Site p2 )
{
Point s1 = p1.coord;
Point s2 = p2.coord;
if ( s1.y < s2.y ) return -1;
if ( s1.y > s2.y ) return 1;
if ( s1.x < s2.x ) return -1;
if ( s1.x > s2.x ) return 1;
return 0;
}
}
}

View File

@@ -89,11 +89,11 @@ namespace Barotrauma
get { return false; }
}
protected bool ResizeHorizontal
public bool ResizeHorizontal
{
get { return prefab != null && prefab.ResizeHorizontal; }
}
protected bool ResizeVertical
public bool ResizeVertical
{
get { return prefab != null && prefab.ResizeVertical; }
}

View File

@@ -1,4 +1,4 @@
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input;
namespace Barotrauma
{
@@ -94,9 +94,9 @@ namespace Barotrauma
}
}
class Key
{
private bool hit, hitQueue;
class Key
{
private bool hit, hitQueue;
private bool held, heldQueue;
@@ -106,23 +106,23 @@ namespace Barotrauma
//{
// get { return canBeHeld; }
//}
public Key(KeyOrMouse binding)
{
public Key(KeyOrMouse binding)
{
this.binding = binding;
}
}
public bool Hit
{
get
{
return hit;
}
set
{
hit = value;
}
}
public bool Hit
{
get
{
return hit;
}
set
{
hit = value;
}
}
public bool Held
{
@@ -141,14 +141,14 @@ namespace Barotrauma
get { return binding; }
}
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
public void SetState()
{
hit = binding.IsHit();
if (hit) hitQueue = true;
held = binding.IsDown();
if (held) heldQueue = true;
}
}
public void SetState(bool hit, bool held)
{
@@ -156,12 +156,12 @@ namespace Barotrauma
if (held) heldQueue = true;
}
public bool DequeueHit()
{
bool value = hitQueue;
hitQueue = false;
return value;
}
public bool DequeueHit()
{
bool value = hitQueue;
hitQueue = false;
return value;
}
public bool DequeueHeld()
{
@@ -187,11 +187,11 @@ namespace Barotrauma
held = false;
}
public void ResetHit()
{
hit = false;
//stateQueue = false;
}
public void ResetHit()
{
hit = false;
//stateQueue = false;
}
public void ResetHeld()
@@ -199,5 +199,5 @@ namespace Barotrauma
held = false;
//stateQueue = false;
}
}
}
}