Unstable 1.8.4.0
This commit is contained in:
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Particles;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -10,10 +11,25 @@ namespace Barotrauma
|
||||
{
|
||||
class LevelWallVertexBuffer : IDisposable
|
||||
{
|
||||
public VertexBuffer WallEdgeBuffer, WallBuffer;
|
||||
/// <summary>
|
||||
/// Buffer for the vertices of the "actual" wall texture.
|
||||
/// </summary>
|
||||
public VertexBuffer WallBuffer;
|
||||
|
||||
/// <summary>
|
||||
/// Buffer for the vertices of the repeating edge texture drawn at the edges of the walls.
|
||||
/// </summary>
|
||||
public VertexBuffer WallEdgeBuffer;
|
||||
|
||||
/// <summary>
|
||||
/// Buffer for the vertices of the inner, non-textured black part of the wall.
|
||||
/// </summary>
|
||||
public VertexBuffer WallInnerBuffer;
|
||||
|
||||
public readonly Texture2D WallTexture, EdgeTexture;
|
||||
private VertexPositionColorTexture[] wallVertices;
|
||||
private VertexPositionColorTexture[] wallEdgeVertices;
|
||||
private VertexPositionColor[] wallInnerVertices;
|
||||
|
||||
public bool IsDisposed
|
||||
{
|
||||
@@ -21,7 +37,7 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public LevelWallVertexBuffer(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
|
||||
public LevelWallVertexBuffer(VertexPositionColorTexture[] wallVertices, VertexPositionColorTexture[] wallEdgeVertices, VertexPositionColor[] wallInnerVertices, Texture2D wallTexture, Texture2D edgeTexture)
|
||||
{
|
||||
if (wallVertices.Length == 0)
|
||||
{
|
||||
@@ -31,32 +47,41 @@ namespace Barotrauma
|
||||
{
|
||||
throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall edge vertices).");
|
||||
}
|
||||
this.wallVertices = LevelRenderer.GetColoredVertices(wallVertices, color);
|
||||
this.wallVertices = wallVertices;
|
||||
WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallVertices.Length, BufferUsage.WriteOnly);
|
||||
WallBuffer.SetData(this.wallVertices);
|
||||
WallTexture = wallTexture;
|
||||
|
||||
this.wallEdgeVertices = LevelRenderer.GetColoredVertices(wallEdgeVertices, color);
|
||||
this.wallEdgeVertices = wallEdgeVertices;
|
||||
WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallEdgeVertices.Length, BufferUsage.WriteOnly);
|
||||
WallEdgeBuffer.SetData(this.wallEdgeVertices);
|
||||
EdgeTexture = edgeTexture;
|
||||
|
||||
if (wallInnerVertices != null)
|
||||
{
|
||||
this.wallInnerVertices = wallInnerVertices;
|
||||
WallInnerBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, wallInnerVertices.Length, BufferUsage.WriteOnly);
|
||||
WallInnerBuffer.SetData(this.wallInnerVertices);
|
||||
}
|
||||
}
|
||||
|
||||
public void Append(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Color color)
|
||||
public void Append(VertexPositionColorTexture[] newWallVertices, VertexPositionColorTexture[] newWallEdgeVertices, VertexPositionColor[] newWallInnerVertices)
|
||||
{
|
||||
WallBuffer.Dispose();
|
||||
WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallVertices.Length + wallVertices.Length, BufferUsage.WriteOnly);
|
||||
int originalWallVertexCount = this.wallVertices.Length;
|
||||
Array.Resize(ref this.wallVertices, originalWallVertexCount + wallVertices.Length);
|
||||
Array.Copy(LevelRenderer.GetColoredVertices(wallVertices, color), 0, this.wallVertices, originalWallVertexCount, wallVertices.Length);
|
||||
WallBuffer.SetData(this.wallVertices);
|
||||
WallBuffer = Append(WallBuffer, ref wallVertices, newWallVertices, VertexPositionColorTexture.VertexDeclaration);
|
||||
WallEdgeBuffer = Append(WallEdgeBuffer, ref wallEdgeVertices, newWallEdgeVertices, VertexPositionColorTexture.VertexDeclaration);
|
||||
WallInnerBuffer = Append(WallInnerBuffer, ref wallInnerVertices, newWallInnerVertices, VertexPositionColor.VertexDeclaration);
|
||||
|
||||
WallEdgeBuffer.Dispose();
|
||||
WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallEdgeVertices.Length + wallEdgeVertices.Length, BufferUsage.WriteOnly);
|
||||
int originalWallEdgeVertexCount = this.wallEdgeVertices.Length;
|
||||
Array.Resize(ref this.wallEdgeVertices, originalWallEdgeVertexCount + wallEdgeVertices.Length);
|
||||
Array.Copy(LevelRenderer.GetColoredVertices(wallEdgeVertices, color), 0, this.wallEdgeVertices, originalWallEdgeVertexCount, wallEdgeVertices.Length);
|
||||
WallEdgeBuffer.SetData(this.wallEdgeVertices);
|
||||
static VertexBuffer Append<T>(VertexBuffer buffer, ref T[] currentVertices, T[] newVertices, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
|
||||
{
|
||||
buffer?.Dispose();
|
||||
int originalVertexCount = currentVertices.Length;
|
||||
int newBufferSize = originalVertexCount + newVertices.Length;
|
||||
buffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, vertexDeclaration, newBufferSize, BufferUsage.WriteOnly);
|
||||
Array.Resize(ref currentVertices, newBufferSize);
|
||||
Array.Copy(newVertices, 0, currentVertices, originalVertexCount, newVertices.Length);
|
||||
buffer.SetData(currentVertices);
|
||||
return buffer;
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@@ -69,7 +94,7 @@ namespace Barotrauma
|
||||
|
||||
class LevelRenderer : IDisposable
|
||||
{
|
||||
private static BasicEffect wallEdgeEffect, wallCenterEffect;
|
||||
private static BasicEffect wallEdgeEffect, wallCenterEffect, wallInnerEffect;
|
||||
|
||||
private Vector2 waterParticleOffset;
|
||||
private Vector2 waterParticleVelocity;
|
||||
@@ -128,7 +153,16 @@ namespace Barotrauma
|
||||
};
|
||||
wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
|
||||
}
|
||||
|
||||
|
||||
if (wallInnerEffect == null)
|
||||
{
|
||||
wallInnerEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
|
||||
{
|
||||
VertexColorEnabled = true,
|
||||
TextureEnabled = false
|
||||
};
|
||||
wallInnerEffect.CurrentTechnique = wallInnerEffect.Techniques["BasicEffect_Texture"];
|
||||
}
|
||||
this.level = level;
|
||||
}
|
||||
|
||||
@@ -162,10 +196,7 @@ namespace Barotrauma
|
||||
if (flashCooldown <= 0.0f)
|
||||
{
|
||||
flashTimer = 1.0f;
|
||||
if (level.GenerationParams.FlashSound != null)
|
||||
{
|
||||
level.GenerationParams.FlashSound.Play(1.0f, "default");
|
||||
}
|
||||
level.GenerationParams.FlashSound?.Play(1.0f, Sounds.SoundManager.SoundCategoryDefault);
|
||||
flashCooldown = Rand.Range(level.GenerationParams.FlashInterval.X, level.GenerationParams.FlashInterval.Y, Rand.RandSync.Unsynced);
|
||||
}
|
||||
if (flashTimer > 0.0f)
|
||||
@@ -183,7 +214,7 @@ namespace Barotrauma
|
||||
//calculate the sum of the forces of nearby level triggers
|
||||
//and use it to move the water texture and water distortion effect
|
||||
Vector2 currentWaterParticleVel = level.GenerationParams.WaterParticleVelocity;
|
||||
foreach (LevelObject levelObject in level.LevelObjectManager.GetVisibleObjects())
|
||||
foreach (LevelObject levelObject in level.LevelObjectManager.GetAllVisibleObjects())
|
||||
{
|
||||
if (levelObject.Triggers == null) { continue; }
|
||||
//use the largest water flow velocity of all the triggers
|
||||
@@ -224,22 +255,23 @@ namespace Barotrauma
|
||||
return verts;
|
||||
}
|
||||
|
||||
public void SetVertices(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
|
||||
public void SetVertices(VertexPositionColorTexture[] wallVertices, VertexPositionColorTexture[] wallEdgeVertices, VertexPositionColor[] wallInnerVertices, Texture2D wallTexture, Texture2D edgeTexture)
|
||||
{
|
||||
var existingBuffer = vertexBuffers.Find(vb => vb.WallTexture == wallTexture && vb.EdgeTexture == edgeTexture);
|
||||
if (existingBuffer != null)
|
||||
{
|
||||
existingBuffer.Append(wallVertices, wallEdgeVertices,color);
|
||||
existingBuffer.Append(wallVertices, wallEdgeVertices, wallInnerVertices);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexBuffers.Add(new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallTexture, edgeTexture, color));
|
||||
vertexBuffers.Add(new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallInnerVertices, wallTexture, edgeTexture));
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
|
||||
LevelObjectManager backgroundSpriteManager = null,
|
||||
BackgroundCreatureManager backgroundCreatureManager = null)
|
||||
BackgroundCreatureManager backgroundCreatureManager = null,
|
||||
ParticleManager particleManager = null)
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap);
|
||||
|
||||
@@ -277,7 +309,7 @@ namespace Barotrauma
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred,
|
||||
BlendState.NonPremultiplied,
|
||||
SamplerState.LinearWrap, DepthStencilState.DepthRead, null, null,
|
||||
cam.Transform);
|
||||
cam.Transform);
|
||||
|
||||
backgroundSpriteManager?.DrawObjectsBack(spriteBatch, cam);
|
||||
if (cam.Zoom > 0.05f)
|
||||
@@ -321,6 +353,9 @@ namespace Barotrauma
|
||||
color: level.GenerationParams.WaterParticleColor * alpha, textureScale: new Vector2(texScale));
|
||||
}
|
||||
}
|
||||
|
||||
GameMain.ParticleManager?.Draw(spriteBatch, inWater: true, inSub: false, ParticleBlendState.AlphaBlend, background: true);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
RenderWalls(GameMain.Instance.GraphicsDevice, cam);
|
||||
@@ -465,7 +500,8 @@ namespace Barotrauma
|
||||
var wallList = i == 0 ? level.ExtraWalls : level.UnsyncedExtraWalls;
|
||||
foreach (LevelWall wall in wallList)
|
||||
{
|
||||
if (!(wall is DestructibleLevelWall destructibleWall) || destructibleWall.Destroyed) { continue; }
|
||||
if (wall is not DestructibleLevelWall destructibleWall || destructibleWall.Destroyed) { continue; }
|
||||
if (!wall.IsVisible(cam.WorldView)) { continue; }
|
||||
|
||||
wallCenterEffect.Texture = level.GenerationParams.DestructibleWallSprite?.Texture ?? level.GenerationParams.WallSprite.Texture;
|
||||
wallCenterEffect.World = wall.GetTransform() * transformMatrix;
|
||||
@@ -491,15 +527,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
wallEdgeEffect.Alpha = 1.0f;
|
||||
wallCenterEffect.Alpha = 1.0f;
|
||||
|
||||
wallCenterEffect.World = transformMatrix;
|
||||
wallEdgeEffect.World = transformMatrix;
|
||||
wallEdgeEffect.Alpha = wallInnerEffect.Alpha = wallCenterEffect.Alpha = 1.0f;
|
||||
wallCenterEffect.World = wallInnerEffect.World = wallEdgeEffect.World = transformMatrix;
|
||||
|
||||
//render static walls
|
||||
foreach (var vertexBuffer in vertexBuffers)
|
||||
{
|
||||
wallInnerEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(vertexBuffer.WallInnerBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallInnerBuffer.VertexCount / 3.0f));
|
||||
|
||||
wallCenterEffect.Texture = vertexBuffer.WallTexture;
|
||||
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(vertexBuffer.WallBuffer);
|
||||
@@ -521,6 +558,7 @@ namespace Barotrauma
|
||||
foreach (LevelWall wall in wallList)
|
||||
{
|
||||
if (wall is DestructibleLevelWall) { continue; }
|
||||
if (!wall.IsVisible(cam.WorldView)) { continue; }
|
||||
//TODO: use LevelWallVertexBuffers for extra walls as well
|
||||
wallCenterEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallCenterEffect.Alpha = wall.Alpha;
|
||||
|
||||
Reference in New Issue
Block a user