Some cleanup (mostly removing redundancies from the GameMain class)
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@@ -173,12 +173,12 @@ namespace Barotrauma.Lights
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{
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if (shadowEffect == null)
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{
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shadowEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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shadowEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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shadowEffect.VertexColorEnabled = true;
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}
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if (penumbraEffect == null)
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{
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penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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penumbraEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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penumbraEffect.TextureEnabled = true;
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//shadowEffect.VertexColorEnabled = true;
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penumbraEffect.LightingEnabled = false;
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@@ -601,7 +601,7 @@ namespace Barotrauma.Lights
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}
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CalculateShadowVertices(lightSourcePos, los);
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ShadowBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, 6 * 2, BufferUsage.None);
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ShadowBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, 6 * 2, BufferUsage.None);
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ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
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graphicsDevice.SetVertexBuffer(ShadowBuffer);
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@@ -64,7 +64,7 @@ namespace Barotrauma.Lights
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if (lightEffect == null)
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{
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lightEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
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lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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lightEffect.VertexColorEnabled = false;
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lightEffect.TextureEnabled = true;
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@@ -490,16 +490,16 @@ namespace Barotrauma.Lights
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//now we just create a buffer for 64 verts and make it larger if needed
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if (lightVolumeBuffer == null)
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{
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lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
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lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
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lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
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lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
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}
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else if (vertexCount > lightVolumeBuffer.VertexCount)
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{
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lightVolumeBuffer.Dispose();
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lightVolumeIndexBuffer.Dispose();
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lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
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lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
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lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
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lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.Instance.GraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
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}
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lightVolumeBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
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@@ -566,10 +566,10 @@ namespace Barotrauma.Lights
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}
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lightEffect.CurrentTechnique.Passes[0].Apply();
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GameMain.CurrGraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
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GameMain.CurrGraphicsDevice.Indices = lightVolumeIndexBuffer;
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GameMain.CurrGraphicsDevice.DrawIndexedPrimitives
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GameMain.Instance.GraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
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GameMain.Instance.GraphicsDevice.Indices = lightVolumeIndexBuffer;
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GameMain.Instance.GraphicsDevice.DrawIndexedPrimitives
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(
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PrimitiveType.TriangleList, 0, 0, indexCount / 3
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);
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