Some cleanup (mostly removing redundancies from the GameMain class)

This commit is contained in:
Regalis
2017-05-03 00:27:13 +03:00
parent 39ddd63e0c
commit ba49f59204
12 changed files with 81 additions and 108 deletions
+3 -3
View File
@@ -173,12 +173,12 @@ namespace Barotrauma.Lights
{
if (shadowEffect == null)
{
shadowEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
shadowEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
shadowEffect.VertexColorEnabled = true;
}
if (penumbraEffect == null)
{
penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
penumbraEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
penumbraEffect.TextureEnabled = true;
//shadowEffect.VertexColorEnabled = true;
penumbraEffect.LightingEnabled = false;
@@ -601,7 +601,7 @@ namespace Barotrauma.Lights
}
CalculateShadowVertices(lightSourcePos, los);
ShadowBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionColor.VertexDeclaration, 6 * 2, BufferUsage.None);
ShadowBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, 6 * 2, BufferUsage.None);
ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
graphicsDevice.SetVertexBuffer(ShadowBuffer);
+1 -1
View File
@@ -64,7 +64,7 @@ namespace Barotrauma.Lights
if (lightEffect == null)
{
lightEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
lightEffect.VertexColorEnabled = false;
lightEffect.TextureEnabled = true;
+8 -8
View File
@@ -490,16 +490,16 @@ 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.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, Math.Max(64, (int)(vertexCount*1.5)), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), Math.Max(64*3, (int)(indexCount * 1.5)), BufferUsage.None);
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.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)
{
lightVolumeBuffer.Dispose();
lightVolumeIndexBuffer.Dispose();
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, (int)(vertexCount*1.5), BufferUsage.None);
lightVolumeIndexBuffer = new DynamicIndexBuffer(GameMain.CurrGraphicsDevice, typeof(short), (int)(indexCount * 1.5), BufferUsage.None);
lightVolumeBuffer = new DynamicVertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.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());
@@ -566,10 +566,10 @@ namespace Barotrauma.Lights
}
lightEffect.CurrentTechnique.Passes[0].Apply();
GameMain.CurrGraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
GameMain.CurrGraphicsDevice.Indices = lightVolumeIndexBuffer;
GameMain.CurrGraphicsDevice.DrawIndexedPrimitives
GameMain.Instance.GraphicsDevice.SetVertexBuffer(lightVolumeBuffer);
GameMain.Instance.GraphicsDevice.Indices = lightVolumeIndexBuffer;
GameMain.Instance.GraphicsDevice.DrawIndexedPrimitives
(
PrimitiveType.TriangleList, 0, 0, indexCount / 3
);