Merged linux changes, water effect using a BasicEffect and a simpler pixel shader, multi-colored wires
This commit is contained in:
@@ -303,7 +303,7 @@ namespace Subsurface
|
||||
|
||||
public void Render(GraphicsDevice graphicsDevice, Camera cam)
|
||||
{
|
||||
if (renderer.positionInBuffer > renderer.vertices.Length - 6) return;
|
||||
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
|
||||
|
||||
//calculate where the surface should be based on the water volume
|
||||
float top = rect.Y;
|
||||
@@ -313,30 +313,37 @@ namespace Subsurface
|
||||
//interpolate the position of the rendered surface towards the "target surface"
|
||||
surface = surface + (surfaceY - surface) / 10.0f;
|
||||
|
||||
Matrix transform =
|
||||
cam.Transform
|
||||
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
Matrix transform = cam.Transform * Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
|
||||
|
||||
if (!update)
|
||||
{
|
||||
// create the four corners of our triangle.
|
||||
Vector3 p1 = new Vector3(rect.X, top, 0.0f);
|
||||
Vector3 p2 = new Vector3(rect.X + rect.Width, top, 0.0f);
|
||||
|
||||
Vector3 p3 = new Vector3(p2.X, bottom, 0.0f);
|
||||
Vector3 p4 = new Vector3(p1.X, bottom, 0.0f);
|
||||
Vector3[] corners = new Vector3[4];
|
||||
|
||||
renderer.vertices[renderer.positionInBuffer] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 1] = new WaterVertex(p2, new Vector2(p2.X, -p2.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 2] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
|
||||
corners[0] = new Vector3(rect.X, top, 0.0f);
|
||||
corners[1] = new Vector3(rect.X + rect.Width, top, 0.0f);
|
||||
|
||||
renderer.vertices[renderer.positionInBuffer + 3] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 4] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 5] = new WaterVertex(p4, new Vector2(p4.X, -p4.Y), transform);
|
||||
corners[2] = new Vector3(corners[1].X, bottom, 0.0f);
|
||||
corners[3] = new Vector3(corners[0].X, bottom, 0.0f);
|
||||
|
||||
renderer.positionInBuffer += 6;
|
||||
Vector2[] uvCoords = new Vector2[4];
|
||||
for (int i = 0; i < 4; i++ )
|
||||
{
|
||||
uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
|
||||
}
|
||||
|
||||
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
|
||||
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
|
||||
|
||||
renderer.PositionInBuffer += 6;
|
||||
|
||||
return;
|
||||
}
|
||||
@@ -353,31 +360,39 @@ namespace Subsurface
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
{
|
||||
if (renderer.positionInBuffer > renderer.vertices.Length - 6) return;
|
||||
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
|
||||
|
||||
Vector3 p1 = new Vector3(x, top, 0.0f);
|
||||
Vector3 p4 = new Vector3(p1.X, surface + waveY[i], 0.0f);
|
||||
Vector3[] corners = new Vector3[4];
|
||||
|
||||
corners[0] = new Vector3(x, top, 0.0f);
|
||||
corners[3] = new Vector3(corners[0].X, surface + waveY[i], 0.0f);
|
||||
|
||||
//skip adjacent "water rects" if the surface of the water is roughly at the same position
|
||||
int width = WaveWidth;
|
||||
while (i<end-1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
|
||||
while (i < end - 1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
|
||||
{
|
||||
width += WaveWidth;
|
||||
i++;
|
||||
}
|
||||
|
||||
Vector3 p2 = new Vector3(x + width, top, 0.0f);
|
||||
Vector3 p3 = new Vector3(p2.X, surface + waveY[i+1], 0.0f);
|
||||
corners[1] = new Vector3(x + width, top, 0.0f);
|
||||
corners[2] = new Vector3(corners[1].X, surface + waveY[i+1], 0.0f);
|
||||
|
||||
renderer.vertices[renderer.positionInBuffer] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 1] = new WaterVertex(p2, new Vector2(p2.X, -p2.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 2] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
|
||||
Vector2[] uvCoords = new Vector2[4];
|
||||
for (int n = 0; n < 4; n++)
|
||||
{
|
||||
uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform);
|
||||
}
|
||||
|
||||
renderer.vertices[renderer.positionInBuffer + 3] = new WaterVertex(p1, new Vector2(p1.X, -p1.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 4] = new WaterVertex(p3, new Vector2(p3.X, -p3.Y), transform);
|
||||
renderer.vertices[renderer.positionInBuffer + 5] = new WaterVertex(p4, new Vector2(p4.X, -p4.Y), transform);
|
||||
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
|
||||
renderer.positionInBuffer += 6;
|
||||
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
|
||||
|
||||
renderer.PositionInBuffer += 6;
|
||||
|
||||
x += width;
|
||||
}
|
||||
|
||||
@@ -5,122 +5,61 @@ using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface
|
||||
{
|
||||
struct WaterVertex
|
||||
{
|
||||
public Vector3 position;
|
||||
private Vector2 texCoord;
|
||||
|
||||
public WaterVertex(Vector3 position, Vector2 texCoord, Matrix transform)
|
||||
{
|
||||
this.position = position;
|
||||
|
||||
this.texCoord = Vector2.Transform(texCoord, transform);
|
||||
}
|
||||
|
||||
public WaterVertex(Vector3 position, Vector2 texCoord)
|
||||
{
|
||||
this.position = position;
|
||||
|
||||
this.texCoord = texCoord;
|
||||
}
|
||||
|
||||
public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
|
||||
(
|
||||
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
|
||||
new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
|
||||
);
|
||||
|
||||
public void TransformTexCoord(Matrix transform)
|
||||
{
|
||||
texCoord = Vector2.Transform(texCoord, transform);
|
||||
}
|
||||
}
|
||||
|
||||
class WaterRenderer : IDisposable
|
||||
{
|
||||
const int DefaultBufferSize = 1500;
|
||||
|
||||
Effect effect;
|
||||
private Vector2 wavePos;
|
||||
|
||||
public Vector2 wavePos;
|
||||
public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
|
||||
|
||||
public WaterVertex[] vertices = new WaterVertex[DefaultBufferSize];
|
||||
private Effect waterEffect;
|
||||
private BasicEffect basicEffect;
|
||||
|
||||
private VertexBuffer vertexBuffer;
|
||||
public int PositionInBuffer = 0;
|
||||
|
||||
public int positionInBuffer = 0;
|
||||
private Texture2D waterTexture;
|
||||
|
||||
public WaterRenderer(GraphicsDevice graphicsDevice)
|
||||
{
|
||||
//vertexBuffer = new VertexBuffer(graphicsDevice, WaterVertex.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
|
||||
//vertexBuffer.SetData(vertices);
|
||||
|
||||
//effect = Game1.game.Content.Load<Effect>("effects");
|
||||
#if WINDOWS
|
||||
byte[] bytecode = File.ReadAllBytes("Content/effects.mgfx");
|
||||
byte[] bytecode = File.ReadAllBytes("Content/watershader.mgfx");
|
||||
#endif
|
||||
#if LINUX
|
||||
byte[] bytecode = File.ReadAllBytes("Content/effects_linux.mgfx");
|
||||
#endif
|
||||
|
||||
effect = new Effect(graphicsDevice, bytecode);
|
||||
waterEffect = new Effect(graphicsDevice, bytecode);
|
||||
|
||||
//Texture2D waterBumpMap = Game1.textureLoader.FromFile("Content/waterbump.jpg");
|
||||
//effect.Parameters["xBump"].SetValue(waterBumpMap);
|
||||
//effect.Parameters["xWaveLength"].SetValue(0.5f);
|
||||
//effect.Parameters["xWaveHeight"].SetValue(0.03f);
|
||||
effect.Parameters["xProjection"].SetValue(Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1));
|
||||
effect.Parameters["xColor"].SetValue(new Vector4(0.75f, 0.8f, 0.9f, 1.0f));
|
||||
effect.Parameters["xBlurDistance"].SetValue(0.0005f);
|
||||
waterTexture = Game1.TextureLoader.FromFile("Content/waterbump.jpg");
|
||||
waterEffect.Parameters["xWaveWidth"].SetValue(0.1f);
|
||||
waterEffect.Parameters["xWaveHeight"].SetValue(0.1f);
|
||||
waterEffect.Parameters["xBlurDistance"].SetValue(0.0007f);
|
||||
|
||||
effect.Parameters["xWaterBumpMap"].SetValue(Game1.TextureLoader.FromFile("Content/waterbump.jpg"));
|
||||
effect.Parameters["xWaveWidth"].SetValue(0.1f);
|
||||
effect.Parameters["xWaveHeight"].SetValue(0.1f);
|
||||
if (basicEffect==null)
|
||||
{
|
||||
basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
|
||||
basicEffect.VertexColorEnabled = false;
|
||||
|
||||
vertexBuffer = new VertexBuffer(graphicsDevice, WaterVertex.VertexDeclaration, DefaultBufferSize, BufferUsage.WriteOnly);
|
||||
basicEffect.TextureEnabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void RenderBack(GraphicsDevice graphicsDevice, RenderTarget2D texture, Matrix transform)
|
||||
{
|
||||
WaterVertex[] verts = new WaterVertex[6];
|
||||
public void RenderBack (SpriteBatch spriteBatch, RenderTarget2D texture, Matrix transform)
|
||||
{
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap);
|
||||
|
||||
// create the four corners of our triangle.
|
||||
Vector3 p1 = new Vector3(-graphicsDevice.Viewport.Width / 2.0f, graphicsDevice.Viewport.Height / 2.0f, 0.0f);
|
||||
Vector3 p2 = new Vector3(-p1.X, p1.Y, 0.0f);
|
||||
|
||||
Vector3 p3 = new Vector3(p2.X, -p1.Y, 0.0f);
|
||||
Vector3 p4 = new Vector3(p1.X, -p1.Y, 0.0f);
|
||||
|
||||
verts[0] = new WaterVertex(p1, new Vector2(0, 0));
|
||||
verts[1] = new WaterVertex(p2, new Vector2(1, 0));
|
||||
verts[2] = new WaterVertex(p3, new Vector2(1, 1));
|
||||
|
||||
verts[3] = new WaterVertex(p1, new Vector2(0, 0));
|
||||
verts[4] = new WaterVertex(p3, new Vector2(1, 1));
|
||||
verts[5] = new WaterVertex(p4, new Vector2(0, 1));
|
||||
|
||||
vertexBuffer.SetData(verts);
|
||||
waterEffect.CurrentTechnique = waterEffect.Techniques["WaterShader"];
|
||||
waterEffect.Parameters["xTexture"].SetValue(texture);
|
||||
waterEffect.Parameters["xWavePos"].SetValue(wavePos);
|
||||
waterEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
wavePos.X += 0.0001f;
|
||||
wavePos.Y += 0.0001f;
|
||||
|
||||
effect.Parameters["xWavePos"].SetValue(wavePos);
|
||||
spriteBatch.Draw(waterTexture, new Rectangle(0,0,Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
|
||||
|
||||
effect.CurrentTechnique = effect.Techniques["WaterShader"];
|
||||
effect.Parameters["xTexture"].SetValue(texture);
|
||||
effect.Parameters["xView"].SetValue(Matrix.Identity);
|
||||
|
||||
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
|
||||
#if WINDOWS
|
||||
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration);
|
||||
#endif
|
||||
#if LINUX
|
||||
//graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration, );
|
||||
#endif
|
||||
}
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
|
||||
@@ -128,22 +67,16 @@ namespace Subsurface
|
||||
if (vertices == null) return;
|
||||
if (vertices.Length < 0) return;
|
||||
|
||||
vertexBuffer.SetData(vertices);
|
||||
basicEffect.Texture = texture;
|
||||
|
||||
effect.Parameters["xBumpPos"].SetValue(cam.Position / Game1.GraphicsWidth / cam.Zoom);
|
||||
basicEffect.View = Matrix.Identity;
|
||||
basicEffect.World = cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
effect.CurrentTechnique = effect.Techniques["EmptyShader"];
|
||||
effect.Parameters["xTexture"].SetValue(texture);
|
||||
effect.Parameters["xView"].SetValue(transform);
|
||||
|
||||
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
|
||||
#if WINDOWS
|
||||
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3, WaterVertex.VertexDeclaration);
|
||||
#endif
|
||||
}
|
||||
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user