(6eeea9b7c) v0.9.10.0.0

This commit is contained in:
Joonas Rikkonen
2020-06-04 16:41:07 +03:00
parent ce4ccd99ac
commit eeac247a8e
366 changed files with 7772 additions and 3692 deletions
@@ -109,12 +109,12 @@ namespace Barotrauma.SpriteDeformations
}
}
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier, bool inverse)
{
deformation = Deformation;
multiplier = CustomDeformationParams.Frequency <= 0.0f ?
CustomDeformationParams.Amplitude :
(float)Math.Sin(phase) * CustomDeformationParams.Amplitude;
(float)Math.Sin(inverse ? -phase : phase) * CustomDeformationParams.Amplitude;
multiplier *= Params.Strength;
}
@@ -54,7 +54,7 @@ namespace Barotrauma.SpriteDeformations
phase = Rand.Range(0.0f, MathHelper.TwoPi);
}
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier, bool inverse)
{
deformation = this.deformation;
multiplier = InflateParams.Frequency <= 0.0f ? InflateParams.Scale : (float)(Math.Sin(phase) + 1.0f) / 2.0f * InflateParams.Scale;
@@ -56,7 +56,7 @@ namespace Barotrauma.SpriteDeformations
public JointBendDeformation(XElement element) : base(element, new JointBendDeformationParams(element)) { }
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier, bool inverse)
{
deformation = Deformation;
multiplier = 1.0f;// this.multiplier;
@@ -47,7 +47,7 @@ namespace Barotrauma.SpriteDeformations
}
}
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier, bool inverse)
{
deformation = Deformation;
multiplier = NoiseDeformationParams.Amplitude * Params.Strength;
@@ -100,7 +100,7 @@ namespace Barotrauma.SpriteDeformations
}
}
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
protected override void GetDeformation(out Vector2[,] deformation, out float multiplier, bool inverse)
{
deformation = Deformation;
multiplier = 1.0f;
@@ -195,11 +195,12 @@ namespace Barotrauma.SpriteDeformations
Deformation = new Vector2[Params.Resolution.X, Params.Resolution.Y];
}
protected abstract void GetDeformation(out Vector2[,] deformation, out float multiplier);
protected abstract void GetDeformation(out Vector2[,] deformation, out float multiplier, bool inverse);
public abstract void Update(float deltaTime);
public static Vector2[,] GetDeformation(IEnumerable<SpriteDeformation> animations, Vector2 scale)
private static readonly List<int> yValues = new List<int>();
public static Vector2[,] GetDeformation(IEnumerable<SpriteDeformation> animations, Vector2 scale, bool inverseY = false)
{
foreach (SpriteDeformation animation in animations)
{
@@ -221,8 +222,16 @@ namespace Barotrauma.SpriteDeformations
Vector2[,] deformation = new Vector2[resolution.X, resolution.Y];
foreach (SpriteDeformation animation in animations)
{
animation.GetDeformation(out Vector2[,] animDeformation, out float multiplier);
yValues.Clear();
for (int y = 0; y < resolution.Y; y++)
{
yValues.Add(y);
}
if (inverseY && animation is CustomDeformation)
{
yValues.Reverse();
}
animation.GetDeformation(out Vector2[,] animDeformation, out float multiplier, inverseY);
for (int x = 0; x < resolution.X; x++)
{
for (int y = 0; y < resolution.Y; y++)
@@ -230,13 +239,13 @@ namespace Barotrauma.SpriteDeformations
switch (animation.Params.BlendMode)
{
case DeformationBlendMode.Override:
deformation[x,y] = animDeformation[x,y] * scale * multiplier;
deformation[x, yValues[y]] = animDeformation[x, y] * scale * multiplier;
break;
case DeformationBlendMode.Add:
deformation[x, y] += animDeformation[x, y] * scale * multiplier;
deformation[x, yValues[y]] += animDeformation[x, y] * scale * multiplier;
break;
case DeformationBlendMode.Multiply:
deformation[x, y] *= animDeformation[x, y] * multiplier;
deformation[x, yValues[y]] *= animDeformation[x, y] * multiplier;
break;
}
}
@@ -33,10 +33,12 @@ namespace Barotrauma
get { return effect; }
}
public bool Invert { get; set; }
private Point spritePos;
private Point spriteSize;
partial void InitProjSpecific(XElement element, int? subdivisionsX, int? subdivisionsY, bool lazyLoad)
partial void InitProjSpecific(XElement element, int? subdivisionsX, int? subdivisionsY, bool lazyLoad, bool invert)
{
if (effect == null)
{
@@ -47,6 +49,8 @@ namespace Barotrauma
effect = GameMain.Instance.Content.Load<Effect>("Effects/deformshader_opengl");
#endif
}
Invert = invert;
//use subdivisions configured in the xml if the arguments passed to the method are null
Vector2 subdivisionsInXml = element.GetAttributeVector2("subdivisions", Vector2.One);
@@ -121,6 +125,12 @@ namespace Barotrauma
uvBottomRight = Vector2.Divide((pos + size).ToVector2(), textureSize);
uvTopLeftFlipped = Vector2.Divide(new Vector2(pos.X + size.X, pos.Y), textureSize);
uvBottomRightFlipped = Vector2.Divide(new Vector2(pos.X, pos.Y + size.Y), textureSize);
if (Invert)
{
var temp = uvBottomRightFlipped;
uvBottomRightFlipped = uvTopLeftFlipped;
uvTopLeftFlipped = temp;
}
for (int i = 0; i < 2; i++)
{
@@ -267,7 +277,7 @@ namespace Barotrauma
Matrix.CreateTranslation(pos);
}
public void Draw(Camera cam, Vector3 pos, Vector2 origin, float rotate, Vector2 scale, Color color, bool flip = false, bool mirror = false)
public void Draw(Camera cam, Vector3 pos, Vector2 origin, float rotate, Vector2 scale, Color color, bool mirror = false, bool invert = false)
{
if (Sprite.Texture == null) { return; }
if (!initialized) { Init(); }
@@ -291,13 +301,13 @@ namespace Barotrauma
effect.Parameters["deformArray"].SetValue(deformAmount);
effect.Parameters["deformArrayWidth"].SetValue(deformArrayWidth);
effect.Parameters["deformArrayHeight"].SetValue(deformArrayHeight);
if (mirror)
if (invert)
{
flip = !flip;
mirror = !mirror;
}
effect.Parameters["uvTopLeft"].SetValue(flip ? uvTopLeftFlipped : uvTopLeft);
effect.Parameters["uvBottomRight"].SetValue(flip ? uvBottomRightFlipped : uvBottomRight);
effect.GraphicsDevice.SetVertexBuffer(flip ? flippedVertexBuffer : vertexBuffer);
effect.Parameters["uvTopLeft"].SetValue(mirror ? uvTopLeftFlipped : uvTopLeft);
effect.Parameters["uvBottomRight"].SetValue(mirror ? uvBottomRightFlipped : uvBottomRight);
effect.GraphicsDevice.SetVertexBuffer(mirror ? flippedVertexBuffer : vertexBuffer);
effect.GraphicsDevice.Indices = indexBuffer;
effect.CurrentTechnique.Passes[0].Apply();
effect.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, triangleCount);
@@ -1,7 +1,7 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.IO;
using Barotrauma.IO;
using System.Linq;
using System.Collections.Generic;
@@ -47,7 +47,7 @@ namespace Barotrauma
partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn)
{
texture = LoadTexture(this.FilePath, out Sprite reusedSprite);
texture = LoadTexture(this.FilePath, out Sprite reusedSprite, Compress);
if (reusedSprite != null)
{
FilePath = string.Intern(reusedSprite.FilePath);
@@ -70,7 +70,21 @@ namespace Barotrauma
Vector4 sourceVector = Vector4.Zero;
bool temp2 = false;
LoadTexture(ref sourceVector, ref temp2);
int maxLoadRetries = 3;
for (int i = 0; i <= maxLoadRetries; i++)
{
try
{
LoadTexture(ref sourceVector, ref temp2);
}
catch (System.IO.IOException)
{
if (i == maxLoadRetries || !File.Exists(FilePath)) { throw; }
DebugConsole.NewMessage("Loading sprite \"" + FilePath + "\" failed, retrying in 250 ms...");
System.Threading.Thread.Sleep(500);
}
}
if (sourceRect.Width == 0 && sourceRect.Height == 0)
{
sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
@@ -90,7 +104,7 @@ namespace Barotrauma
public void ReloadTexture(IEnumerable<Sprite> spritesToUpdate)
{
texture.Dispose();
texture = TextureLoader.FromFile(FilePath);
texture = TextureLoader.FromFile(FilePath, Compress);
foreach (Sprite sprite in spritesToUpdate)
{
sprite.texture = texture;
@@ -107,7 +121,7 @@ namespace Barotrauma
return LoadTexture(file, out _);
}
public static Texture2D LoadTexture(string file, out Sprite reusedSprite)
public static Texture2D LoadTexture(string file, out Sprite reusedSprite, bool compress = true)
{
reusedSprite = null;
if (string.IsNullOrWhiteSpace(file))
@@ -119,10 +133,10 @@ namespace Barotrauma
});
return t;
}
file = Path.GetFullPath(file);
string fullPath = Path.GetFullPath(file);
foreach (Sprite s in LoadedSprites)
{
if (s.FullPath == file && s.texture != null && !s.texture.IsDisposed)
if (s.FullPath == fullPath && s.texture != null && !s.texture.IsDisposed)
{
reusedSprite = s;
return s.texture;
@@ -131,8 +145,13 @@ namespace Barotrauma
if (File.Exists(file))
{
ToolBox.IsProperFilenameCase(file);
return TextureLoader.FromFile(file);
if (!ToolBox.IsProperFilenameCase(file))
{
#if DEBUG
DebugConsole.ThrowError("Texture file \"" + file + "\" has incorrect case!");
#endif
}
return TextureLoader.FromFile(file, compress);
}
else
{