Merged linux changes, water effect using a BasicEffect and a simpler pixel shader, multi-colored wires
This commit is contained in:
@@ -19,6 +19,54 @@
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<Wire/>
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</Item>
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<Item
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name="Red Wire"
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Tags="smallitem"
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spritecolor="1.0,0.0,0.0,1.0"
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pickdistance="150"
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linkable="true"
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canbepicked="true"
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price="10">
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<Sprite texture ="wire.png" depth="0.55"/>
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<Body radius="15"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Wire/>
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</Item>
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<Item
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name="Blue Wire"
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Tags="smallitem"
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spritecolor="0.0,0.6,1.0,1.0"
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pickdistance="150"
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linkable="true"
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canbepicked="true"
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price="10">
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<Sprite texture ="wire.png" depth="0.55"/>
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<Body radius="15"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Wire/>
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</Item>
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<Item
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name="Orange Wire"
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Tags="smallitem"
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spritecolor="1.0,0.5,0.0,1.0"
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pickdistance="150"
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linkable="true"
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canbepicked="true"
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price="10">
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<Sprite texture ="wire.png" depth="0.55"/>
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<Body radius="15"/>
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,0"/>
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<Wire/>
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</Item>
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<Item
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name="And Component"
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Tags="smallitem"
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@@ -8,7 +8,7 @@
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<Sprite texture ="railgunbase.png"/>
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<Turret barrelsprite="railgunbarrel.png" canbeselected = "true" linkable="true" origin="0.5, 0.85" barrelpos="117, 57"
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<Turret barrelsprite="railgunbarrel.png" canbeselected = "true" linkable="true" origin="0.5, 0.85" barrelpos="128, 128"
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rotationlimits="180,360"
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powerconsumption="500.0">
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<StatusEffect type="OnUse" target="This" sound="Content/Items/Weapons/railgun.ogg">
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Binary file not shown.
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Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 1.9 KiB |
BIN
Subsurface/Content/watershader.mgfx
Normal file
BIN
Subsurface/Content/watershader.mgfx
Normal file
Binary file not shown.
@@ -17,12 +17,12 @@ namespace Subsurface
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public BackgroundSpriteManager(string configPath)
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{
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XDocument doc = ToolBox.TryLoadXml(configPath);
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if (doc == null) return;
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activeSprites = new List<BackgroundSprite>();
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prefabs = new List<BackgroundSpritePrefab>();
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XDocument doc = ToolBox.TryLoadXml(configPath);
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if (doc == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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prefabs.Add(new BackgroundSpritePrefab(element));
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@@ -31,10 +31,13 @@ namespace Subsurface
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public void SpawnSprites(int count)
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{
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count = Math.Min(count, MaxSprites);
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activeSprites.Clear();
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if (prefabs.Count == 0) return;
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count = Math.Min(count, MaxSprites);
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for (int i = 0; i < count; i++ )
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{
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Vector2 pos = Vector2.Zero;
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@@ -167,6 +167,12 @@ namespace EventInput
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initialized = true;
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}
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public static void OnCharEntered(char character)
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{
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if (CharEntered != null)
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CharEntered(null, new CharacterEventArgs(character, 0));
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}
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static IntPtr HookProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
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{
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IntPtr returnCode = CallWindowProc(prevWndProc, hWnd, msg, wParam, lParam);
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@@ -72,7 +72,7 @@ namespace Subsurface
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new Vector3(Game1.GraphicsWidth / 2.0f,
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Game1.GraphicsHeight / 2.0f, 0));
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Hull.renderer.RenderBack(graphics, renderTarget, transform);
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Hull.renderer.RenderBack(spriteBatch, renderTarget, transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
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@@ -303,7 +303,7 @@ namespace Subsurface
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public void Render(GraphicsDevice graphicsDevice, Camera cam)
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{
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if (renderer.positionInBuffer > renderer.vertices.Length - 6) return;
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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//calculate where the surface should be based on the water volume
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float top = rect.Y;
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@@ -313,30 +313,37 @@ namespace Subsurface
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//interpolate the position of the rendered surface towards the "target surface"
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surface = surface + (surfaceY - surface) / 10.0f;
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Matrix transform =
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cam.Transform
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* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
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if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
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if (!update)
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{
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// create the four corners of our triangle.
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Vector3 p1 = new Vector3(rect.X, top, 0.0f);
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Vector3 p2 = new Vector3(rect.X + rect.Width, top, 0.0f);
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Vector3 p3 = new Vector3(p2.X, bottom, 0.0f);
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Vector3 p4 = new Vector3(p1.X, bottom, 0.0f);
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Vector3[] corners = new Vector3[4];
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renderer.vertices[renderer.positionInBuffer] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 1] = new WaterVertex(p2, new Vector2(p2.X, -p2.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 2] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
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corners[0] = new Vector3(rect.X, top, 0.0f);
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corners[1] = new Vector3(rect.X + rect.Width, top, 0.0f);
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renderer.vertices[renderer.positionInBuffer + 3] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 4] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 5] = new WaterVertex(p4, new Vector2(p4.X, -p4.Y), transform);
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corners[2] = new Vector3(corners[1].X, bottom, 0.0f);
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corners[3] = new Vector3(corners[0].X, bottom, 0.0f);
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renderer.positionInBuffer += 6;
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Vector2[] uvCoords = new Vector2[4];
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for (int i = 0; i < 4; i++ )
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{
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uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
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}
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renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
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renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
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renderer.PositionInBuffer += 6;
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return;
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}
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@@ -353,31 +360,39 @@ namespace Subsurface
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for (int i = start; i < end; i++)
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{
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if (renderer.positionInBuffer > renderer.vertices.Length - 6) return;
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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Vector3 p1 = new Vector3(x, top, 0.0f);
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Vector3 p4 = new Vector3(p1.X, surface + waveY[i], 0.0f);
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Vector3[] corners = new Vector3[4];
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corners[0] = new Vector3(x, top, 0.0f);
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corners[3] = new Vector3(corners[0].X, surface + waveY[i], 0.0f);
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//skip adjacent "water rects" if the surface of the water is roughly at the same position
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int width = WaveWidth;
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while (i<end-1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
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while (i < end - 1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
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{
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width += WaveWidth;
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i++;
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}
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Vector3 p2 = new Vector3(x + width, top, 0.0f);
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Vector3 p3 = new Vector3(p2.X, surface + waveY[i+1], 0.0f);
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corners[1] = new Vector3(x + width, top, 0.0f);
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corners[2] = new Vector3(corners[1].X, surface + waveY[i+1], 0.0f);
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renderer.vertices[renderer.positionInBuffer] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 1] = new WaterVertex(p2, new Vector2(p2.X, -p2.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 2] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
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Vector2[] uvCoords = new Vector2[4];
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for (int n = 0; n < 4; n++)
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{
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uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform);
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}
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renderer.vertices[renderer.positionInBuffer + 3] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 4] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
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renderer.vertices[renderer.positionInBuffer + 5] = new WaterVertex(p4, new Vector2(p4.X, -p4.Y), transform);
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renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
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renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.positionInBuffer += 6;
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renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
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renderer.PositionInBuffer += 6;
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x += width;
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}
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@@ -5,122 +5,61 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Subsurface
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{
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struct WaterVertex
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{
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public Vector3 position;
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private Vector2 texCoord;
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public WaterVertex(Vector3 position, Vector2 texCoord, Matrix transform)
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{
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this.position = position;
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this.texCoord = Vector2.Transform(texCoord, transform);
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}
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public WaterVertex(Vector3 position, Vector2 texCoord)
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{
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this.position = position;
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this.texCoord = texCoord;
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}
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public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
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(
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new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
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new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
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);
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public void TransformTexCoord(Matrix transform)
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{
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texCoord = Vector2.Transform(texCoord, transform);
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}
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}
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class WaterRenderer : IDisposable
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{
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const int DefaultBufferSize = 1500;
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Effect effect;
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private Vector2 wavePos;
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public Vector2 wavePos;
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public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
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public WaterVertex[] vertices = new WaterVertex[DefaultBufferSize];
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private Effect waterEffect;
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private BasicEffect basicEffect;
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private VertexBuffer vertexBuffer;
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public int PositionInBuffer = 0;
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public int positionInBuffer = 0;
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private Texture2D waterTexture;
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public WaterRenderer(GraphicsDevice graphicsDevice)
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{
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//vertexBuffer = new VertexBuffer(graphicsDevice, WaterVertex.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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//vertexBuffer.SetData(vertices);
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//effect = Game1.game.Content.Load<Effect>("effects");
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#if WINDOWS
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byte[] bytecode = File.ReadAllBytes("Content/effects.mgfx");
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byte[] bytecode = File.ReadAllBytes("Content/watershader.mgfx");
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#endif
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#if LINUX
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byte[] bytecode = File.ReadAllBytes("Content/effects_linux.mgfx");
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#endif
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effect = new Effect(graphicsDevice, bytecode);
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waterEffect = new Effect(graphicsDevice, bytecode);
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//Texture2D waterBumpMap = Game1.textureLoader.FromFile("Content/waterbump.jpg");
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//effect.Parameters["xBump"].SetValue(waterBumpMap);
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//effect.Parameters["xWaveLength"].SetValue(0.5f);
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//effect.Parameters["xWaveHeight"].SetValue(0.03f);
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effect.Parameters["xProjection"].SetValue(Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1));
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effect.Parameters["xColor"].SetValue(new Vector4(0.75f, 0.8f, 0.9f, 1.0f));
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effect.Parameters["xBlurDistance"].SetValue(0.0005f);
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waterTexture = Game1.TextureLoader.FromFile("Content/waterbump.jpg");
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waterEffect.Parameters["xWaveWidth"].SetValue(0.1f);
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waterEffect.Parameters["xWaveHeight"].SetValue(0.1f);
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waterEffect.Parameters["xBlurDistance"].SetValue(0.0007f);
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effect.Parameters["xWaterBumpMap"].SetValue(Game1.TextureLoader.FromFile("Content/waterbump.jpg"));
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effect.Parameters["xWaveWidth"].SetValue(0.1f);
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effect.Parameters["xWaveHeight"].SetValue(0.1f);
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if (basicEffect==null)
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{
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basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = false;
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vertexBuffer = new VertexBuffer(graphicsDevice, WaterVertex.VertexDeclaration, DefaultBufferSize, BufferUsage.WriteOnly);
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basicEffect.TextureEnabled = true;
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}
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}
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public void RenderBack(GraphicsDevice graphicsDevice, RenderTarget2D texture, Matrix transform)
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{
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WaterVertex[] verts = new WaterVertex[6];
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public void RenderBack (SpriteBatch spriteBatch, RenderTarget2D texture, Matrix transform)
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{
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap);
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// create the four corners of our triangle.
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Vector3 p1 = new Vector3(-graphicsDevice.Viewport.Width / 2.0f, graphicsDevice.Viewport.Height / 2.0f, 0.0f);
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Vector3 p2 = new Vector3(-p1.X, p1.Y, 0.0f);
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Vector3 p3 = new Vector3(p2.X, -p1.Y, 0.0f);
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Vector3 p4 = new Vector3(p1.X, -p1.Y, 0.0f);
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verts[0] = new WaterVertex(p1, new Vector2(0, 0));
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verts[1] = new WaterVertex(p2, new Vector2(1, 0));
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verts[2] = new WaterVertex(p3, new Vector2(1, 1));
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verts[3] = new WaterVertex(p1, new Vector2(0, 0));
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verts[4] = new WaterVertex(p3, new Vector2(1, 1));
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verts[5] = new WaterVertex(p4, new Vector2(0, 1));
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vertexBuffer.SetData(verts);
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waterEffect.CurrentTechnique = waterEffect.Techniques["WaterShader"];
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waterEffect.Parameters["xTexture"].SetValue(texture);
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waterEffect.Parameters["xWavePos"].SetValue(wavePos);
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waterEffect.CurrentTechnique.Passes[0].Apply();
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wavePos.X += 0.0001f;
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wavePos.Y += 0.0001f;
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effect.Parameters["xWavePos"].SetValue(wavePos);
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spriteBatch.Draw(waterTexture, new Rectangle(0,0,Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
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effect.CurrentTechnique = effect.Techniques["WaterShader"];
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effect.Parameters["xTexture"].SetValue(texture);
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effect.Parameters["xView"].SetValue(Matrix.Identity);
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foreach (EffectPass pass in effect.CurrentTechnique.Passes)
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{
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pass.Apply();
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#if WINDOWS
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graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration);
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#endif
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#if LINUX
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//graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration, );
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#endif
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}
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spriteBatch.End();
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}
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public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
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@@ -128,22 +67,16 @@ namespace Subsurface
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if (vertices == null) return;
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if (vertices.Length < 0) return;
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vertexBuffer.SetData(vertices);
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basicEffect.Texture = texture;
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effect.Parameters["xBumpPos"].SetValue(cam.Position / Game1.GraphicsWidth / cam.Zoom);
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basicEffect.View = Matrix.Identity;
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basicEffect.World = cam.ShaderTransform
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* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
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basicEffect.CurrentTechnique.Passes[0].Apply();
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effect.CurrentTechnique = effect.Techniques["EmptyShader"];
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effect.Parameters["xTexture"].SetValue(texture);
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effect.Parameters["xView"].SetValue(transform);
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foreach (EffectPass pass in effect.CurrentTechnique.Passes)
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{
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pass.Apply();
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#if WINDOWS
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graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3, WaterVertex.VertexDeclaration);
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||||
#endif
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}
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
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}
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public void Dispose()
|
||||
@@ -154,22 +87,20 @@ namespace Subsurface
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
if (!disposing) return;
|
||||
|
||||
if (waterEffect != null)
|
||||
{
|
||||
if (vertexBuffer != null)
|
||||
{
|
||||
vertexBuffer.Dispose();
|
||||
vertexBuffer = null;
|
||||
}
|
||||
|
||||
if (effect != null)
|
||||
{
|
||||
effect.Dispose();
|
||||
effect = null;
|
||||
}
|
||||
waterEffect.Dispose();
|
||||
waterEffect = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (basicEffect != null)
|
||||
{
|
||||
basicEffect.Dispose();
|
||||
basicEffect = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -571,7 +571,6 @@ namespace Subsurface.Networking
|
||||
client.characterInfo.Job = new Job(client.assignedJob);
|
||||
}
|
||||
|
||||
//todo: fix
|
||||
if (characterInfo != null)
|
||||
{
|
||||
characterInfo.Job = new Job(Game1.NetLobbyScreen.JobPreferences[0]);
|
||||
|
||||
@@ -56,10 +56,6 @@ namespace Subsurface
|
||||
stateQueue = false;
|
||||
return value;
|
||||
}
|
||||
//set
|
||||
//{
|
||||
// stateQueue = value;
|
||||
//}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
@@ -168,6 +164,23 @@ namespace Subsurface
|
||||
if (timeSinceClick < doubleClickDelay) doubleClicked = true;
|
||||
timeSinceClick = 0.0;
|
||||
}
|
||||
|
||||
#if LINUX
|
||||
foreach (Keys key in keyboardState.GetPressedKeys())
|
||||
{
|
||||
if (!oldKeyboardState.IsKeyUp(key)) continue;
|
||||
|
||||
char character = (char)key;
|
||||
|
||||
if (keyboardState.IsKeyUp(Keys.LeftShift) && keyboardState.IsKeyUp(Keys.RightShift))
|
||||
{
|
||||
character = char.ToLower(character);
|
||||
}
|
||||
|
||||
EventInput.EventInput.OnCharEntered(character);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,8 +5,10 @@ using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
|
||||
#if WINDOWS
|
||||
using System.Management;
|
||||
using System.Windows.Forms;
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -70,7 +72,6 @@ namespace Subsurface
|
||||
sb.AppendLine("\n");
|
||||
sb.AppendLine("System info:");
|
||||
sb.AppendLine(" Operating system: " + System.Environment.OSVersion + (System.Environment.Is64BitOperatingSystem ? " 64 bit" : " x86"));
|
||||
sb.AppendLine(" Graphics device handle: " + game.GraphicsDevice.Handle.ToString());
|
||||
sb.AppendLine("\n");
|
||||
sb.AppendLine("Exception: "+exception.Message);
|
||||
sb.AppendLine("Target site: " +exception.TargetSite.ToString());
|
||||
@@ -86,10 +87,11 @@ namespace Subsurface
|
||||
|
||||
|
||||
sw.WriteLine(sb.ToString());
|
||||
|
||||
#if WINDOWS
|
||||
MessageBox.Show( "A crash report (''crashreport.txt'') was saved in the root folder of the game."+
|
||||
" If you'd like to help fix this bug, please make a bug report on the Undertow Games forum with the report attached.",
|
||||
"Oops! Subsurface just crashed.", MessageBoxButtons.OK, MessageBoxIcon.Error);
|
||||
#endif
|
||||
|
||||
sw.Close();
|
||||
}
|
||||
|
||||
@@ -208,7 +208,7 @@ namespace Subsurface
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate,
|
||||
BlendState.AlphaBlend);
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
|
||||
spriteBatch.End();
|
||||
|
||||
BlendState blend = new BlendState();
|
||||
@@ -246,10 +246,10 @@ namespace Subsurface
|
||||
//2. pass the renderTarget to the water shader to do the water effect
|
||||
//----------------------------------------------------------------------------------------
|
||||
|
||||
Hull.renderer.RenderBack(graphics, renderTargetWater, Cam.ShaderTransform);
|
||||
Hull.renderer.RenderBack(spriteBatch, renderTargetWater, Cam.ShaderTransform);
|
||||
|
||||
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
|
||||
Hull.renderer.positionInBuffer = 0;
|
||||
Hull.renderer.PositionInBuffer = 0;
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
hull.Render(graphics, cam);
|
||||
|
||||
@@ -51,7 +51,11 @@ namespace Subsurface
|
||||
#endif
|
||||
#if LINUX
|
||||
using (Stream fileStream = File.OpenRead(path))
|
||||
return Texture2D.FromStream(_graphicsDevice, fileStream);// .FromStream(fileStream, preMultiplyAlpha);
|
||||
{
|
||||
var texture = Texture2D.FromStream(_graphicsDevice, fileStream);
|
||||
texture = PreMultiplyAlpha(texture);
|
||||
return texture;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -87,43 +91,46 @@ namespace Subsurface
|
||||
texture = Texture2D.FromStream(_graphicsDevice, stream);
|
||||
}
|
||||
|
||||
if (preMultiplyAlpha)
|
||||
{
|
||||
// Setup a render target to hold our final texture which will have premulitplied alpha values
|
||||
using (RenderTarget2D renderTarget = new RenderTarget2D(_graphicsDevice, texture.Width, texture.Height))
|
||||
{
|
||||
Viewport viewportBackup = _graphicsDevice.Viewport;
|
||||
_graphicsDevice.SetRenderTarget(renderTarget);
|
||||
_graphicsDevice.Clear(Color.Black);
|
||||
|
||||
// Multiply each color by the source alpha, and write in just the color values into the final texture
|
||||
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendColorBlendState);
|
||||
_spriteBatch.Draw(texture, texture.Bounds, Color.White);
|
||||
_spriteBatch.End();
|
||||
|
||||
// Now copy over the alpha values from the source texture to the final one, without multiplying them
|
||||
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendAlphaBlendState);
|
||||
_spriteBatch.Draw(texture, texture.Bounds, Color.White);
|
||||
_spriteBatch.End();
|
||||
|
||||
// Release the GPU back to drawing to the screen
|
||||
_graphicsDevice.SetRenderTarget(null);
|
||||
_graphicsDevice.Viewport = viewportBackup;
|
||||
|
||||
// Store data from render target because the RenderTarget2D is volatile
|
||||
Color[] data = new Color[texture.Width * texture.Height];
|
||||
renderTarget.GetData(data);
|
||||
|
||||
// Unset texture from graphic device and set modified data back to it
|
||||
_graphicsDevice.Textures[0] = null;
|
||||
texture.SetData(data);
|
||||
}
|
||||
|
||||
}
|
||||
if (preMultiplyAlpha) texture = PreMultiplyAlpha(texture);
|
||||
|
||||
return texture;
|
||||
}
|
||||
#endif
|
||||
|
||||
private Texture2D PreMultiplyAlpha(Texture2D texture)
|
||||
{
|
||||
// Setup a render target to hold our final texture which will have premulitplied alpha values
|
||||
using (RenderTarget2D renderTarget = new RenderTarget2D(_graphicsDevice, texture.Width, texture.Height))
|
||||
{
|
||||
Viewport viewportBackup = _graphicsDevice.Viewport;
|
||||
_graphicsDevice.SetRenderTarget(renderTarget);
|
||||
_graphicsDevice.Clear(Color.Black);
|
||||
|
||||
// Multiply each color by the source alpha, and write in just the color values into the final texture
|
||||
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendColorBlendState);
|
||||
_spriteBatch.Draw(texture, texture.Bounds, Color.White);
|
||||
_spriteBatch.End();
|
||||
|
||||
// Now copy over the alpha values from the source texture to the final one, without multiplying them
|
||||
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendAlphaBlendState);
|
||||
_spriteBatch.Draw(texture, texture.Bounds, Color.White);
|
||||
_spriteBatch.End();
|
||||
|
||||
// Release the GPU back to drawing to the screen
|
||||
_graphicsDevice.SetRenderTarget(null);
|
||||
_graphicsDevice.Viewport = viewportBackup;
|
||||
|
||||
// Store data from render target because the RenderTarget2D is volatile
|
||||
Color[] data = new Color[texture.Width * texture.Height];
|
||||
renderTarget.GetData(data);
|
||||
|
||||
// Unset texture from graphic device and set modified data back to it
|
||||
_graphicsDevice.Textures[0] = null;
|
||||
texture.SetData(data);
|
||||
}
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
|
||||
private static readonly BlendState BlendColorBlendState;
|
||||
|
||||
@@ -943,6 +943,9 @@
|
||||
<None Include="Content\Sounds\Water\WaterAmbience.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="Content\watershader.mgfx">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
@@ -9,6 +9,6 @@
|
||||
<ErrorReportUrlHistory />
|
||||
<FallbackCulture>en-US</FallbackCulture>
|
||||
<VerifyUploadedFiles>false</VerifyUploadedFiles>
|
||||
<ProjectView>ProjectFiles</ProjectView>
|
||||
<ProjectView>ShowAllFiles</ProjectView>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -307,7 +307,4 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(Performance) = preSolution
|
||||
HasPerformanceSessions = true
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user