v0.11.0.9
This commit is contained in:
@@ -3,10 +3,68 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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class LevelWallVertexBuffer : IDisposable
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{
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public VertexBuffer WallEdgeBuffer, WallBuffer;
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public readonly Texture2D WallTexture, EdgeTexture;
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private VertexPositionColorTexture[] wallVertices;
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private VertexPositionColorTexture[] wallEdgeVertices;
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public bool IsDisposed
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{
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get;
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private set;
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}
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public LevelWallVertexBuffer(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
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{
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this.wallVertices = LevelRenderer.GetColoredVertices(wallVertices, color);
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WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallVertices.Length, BufferUsage.WriteOnly);
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WallBuffer.SetData(this.wallVertices);
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WallTexture = wallTexture;
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this.wallEdgeVertices = LevelRenderer.GetColoredVertices(wallEdgeVertices, color);
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WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallEdgeVertices.Length, BufferUsage.WriteOnly);
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WallEdgeBuffer.SetData(this.wallEdgeVertices);
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EdgeTexture = edgeTexture;
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}
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public void Append(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Color color)
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{
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WallBuffer.Dispose();
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WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallVertices.Length + wallVertices.Length, BufferUsage.WriteOnly);
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int originalWallVertexCount = this.wallVertices.Length;
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Array.Resize(ref this.wallVertices, originalWallVertexCount + wallVertices.Length);
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Array.Copy(LevelRenderer.GetColoredVertices(wallVertices, color), 0, this.wallVertices, originalWallVertexCount, wallVertices.Length);
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WallBuffer.SetData(this.wallVertices);
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WallEdgeBuffer.Dispose();
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WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallEdgeVertices.Length + wallEdgeVertices.Length, BufferUsage.WriteOnly);
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int originalWallEdgeVertexCount = this.wallEdgeVertices.Length;
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Array.Resize(ref this.wallEdgeVertices, originalWallEdgeVertexCount + wallEdgeVertices.Length);
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Array.Copy(LevelRenderer.GetColoredVertices(wallEdgeVertices, color), 0, this.wallEdgeVertices, originalWallEdgeVertexCount, wallEdgeVertices.Length);
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WallEdgeBuffer.SetData(this.wallEdgeVertices);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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IsDisposed = true;
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WallEdgeBuffer?.Dispose();
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WallBuffer?.Dispose();
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}
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}
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class LevelRenderer : IDisposable
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{
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private static BasicEffect wallEdgeEffect, wallCenterEffect;
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@@ -15,11 +73,11 @@ namespace Barotrauma
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private Vector2 defaultDustVelocity;
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private Vector2 dustVelocity;
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private RasterizerState cullNone;
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private readonly RasterizerState cullNone;
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private Level level;
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private readonly Level level;
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private VertexBuffer wallVertices, bodyVertices;
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private readonly List<LevelWallVertexBuffer> vertexBuffers = new List<LevelWallVertexBuffer>();
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public LevelRenderer(Level level)
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{
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@@ -68,6 +126,7 @@ namespace Barotrauma
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Vector2 currentDustVel = defaultDustVelocity;
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foreach (LevelObject levelObject in level.LevelObjectManager.GetVisibleObjects())
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{
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if (levelObject.Triggers == null) { continue; }
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//use the largest water flow velocity of all the triggers
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Vector2 objectMaxFlow = Vector2.Zero;
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foreach (LevelTrigger trigger in levelObject.Triggers)
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@@ -94,7 +153,6 @@ namespace Barotrauma
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while (dustOffset.Y <= -waterTextureSize.Y) dustOffset.Y += waterTextureSize.Y;
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while (dustOffset.Y >= waterTextureSize.Y) dustOffset.Y -= waterTextureSize.Y;
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}
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}
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public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
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@@ -107,38 +165,27 @@ namespace Barotrauma
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return verts;
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}
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public void SetWallVertices(VertexPositionTexture[] vertices, Color color)
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public void SetVertices(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
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{
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wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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wallVertices.SetData(GetColoredVertices(vertices, color));
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var existingBuffer = vertexBuffers.Find(vb => vb.WallTexture == wallTexture && vb.EdgeTexture == edgeTexture);
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if (existingBuffer != null)
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{
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existingBuffer.Append(wallVertices, wallEdgeVertices,color);
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}
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else
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{
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vertexBuffers.Add(new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallTexture, edgeTexture, color));
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}
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}
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public void SetBodyVertices(VertexPositionTexture[] vertices, Color color)
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{
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bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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bodyVertices.SetData(GetColoredVertices(vertices, color));
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}
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public void SetWallVertices(VertexPositionColorTexture[] vertices)
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{
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wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length,BufferUsage.WriteOnly);
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wallVertices.SetData(vertices);
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}
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public void SetBodyVertices(VertexPositionColorTexture[] vertices)
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{
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bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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bodyVertices.SetData(vertices);
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}
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public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
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LevelObjectManager backgroundSpriteManager = null,
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public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
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LevelObjectManager backgroundSpriteManager = null,
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BackgroundCreatureManager backgroundCreatureManager = null)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap);
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Vector2 backgroundPos = cam.WorldViewCenter;
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backgroundPos.Y = -backgroundPos.Y;
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backgroundPos *= 0.05f;
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@@ -173,10 +220,13 @@ namespace Barotrauma
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SamplerState.LinearWrap, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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if (backgroundSpriteManager != null) backgroundSpriteManager.DrawObjects(spriteBatch, cam, drawFront: false);
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if (backgroundCreatureManager != null) backgroundCreatureManager.Draw(spriteBatch, cam);
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backgroundSpriteManager?.DrawObjects(spriteBatch, cam, drawFront: false);
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if (cam.Zoom > 0.05f)
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{
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backgroundCreatureManager?.Draw(spriteBatch, cam);
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}
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if (level.GenerationParams.WaterParticles != null)
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if (level.GenerationParams.WaterParticles != null && cam.Zoom > 0.05f)
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{
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float textureScale = level.GenerationParams.WaterParticleScale;
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@@ -216,7 +266,7 @@ namespace Barotrauma
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spriteBatch.End();
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RenderWalls(GameMain.Instance.GraphicsDevice, cam, specular: false);
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RenderWalls(GameMain.Instance.GraphicsDevice, cam);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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@@ -243,7 +293,8 @@ namespace Barotrauma
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foreach (GraphEdge edge in cell.Edges)
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{
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GUI.DrawLine(spriteBatch, new Vector2(edge.Point1.X + cell.Translation.X, -(edge.Point1.Y + cell.Translation.Y)),
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new Vector2(edge.Point2.X + cell.Translation.X, -(edge.Point2.Y + cell.Translation.Y)), cell.Body == null ? Color.Cyan * 0.5f : Color.White);
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new Vector2(edge.Point2.X + cell.Translation.X, -(edge.Point2.Y + cell.Translation.Y)), edge.NextToCave ? Color.Red : (cell.Body == null ? Color.Cyan * 0.5f : (edge.IsSolid ? Color.White : Color.Gray)),
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width: edge.NextToCave ? 8 :1);
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}
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foreach (Vector2 point in cell.BodyVertices)
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@@ -252,7 +303,7 @@ namespace Barotrauma
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}
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}
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foreach (List<Point> nodeList in level.SmallTunnels)
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/*foreach (List<Point> nodeList in level.SmallTunnels)
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{
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for (int i = 1; i < nodeList.Count; i++)
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{
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@@ -261,7 +312,7 @@ namespace Barotrauma
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new Vector2(nodeList[i].X, -nodeList[i].Y),
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Color.Lerp(Color.Yellow, GUI.Style.Red, i / (float)nodeList.Count), 0, 10);
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}
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}
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}*/
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foreach (var ruin in level.Ruins)
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{
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@@ -270,108 +321,142 @@ namespace Barotrauma
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}
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Vector2 pos = new Vector2(0.0f, -level.Size.Y);
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if (cam.WorldView.Y >= -pos.Y - 1024)
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{
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pos.X = cam.WorldView.X -1024;
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int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * 1024);
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int topBarrierWidth = level.GenerationParams.WallEdgeSprite.Texture.Width;
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int topBarrierHeight = level.GenerationParams.WallEdgeSprite.Texture.Height;
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GUI.DrawRectangle(spriteBatch,new Rectangle(
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(int)(MathUtils.Round(pos.X, 1024)),
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-cam.WorldView.Y,
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width,
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(int)(cam.WorldView.Y + pos.Y) - 30),
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pos.X = cam.WorldView.X - topBarrierWidth;
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int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * topBarrierWidth);
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GUI.DrawRectangle(spriteBatch, new Rectangle(
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(int)MathUtils.Round(pos.X, topBarrierWidth),
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-cam.WorldView.Y,
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width,
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(int)(cam.WorldView.Y + pos.Y) - 60),
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Color.Black, true);
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spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
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new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)pos.Y-1000, width, 1024),
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new Rectangle(0, 0, width, -1024),
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level.BackgroundTextureColor, 0.0f,
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new Rectangle((int)MathUtils.Round(pos.X, topBarrierWidth), (int)(pos.Y - topBarrierHeight + level.GenerationParams.WallEdgeExpandOutwardsAmount), width, topBarrierHeight),
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new Rectangle(0, 0, width, -topBarrierHeight),
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GameMain.LightManager?.LightingEnabled ?? false ? GameMain.LightManager.AmbientLight : level.WallColor, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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}
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if (cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024)
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{
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pos = new Vector2(cam.WorldView.X - 1024, -level.BottomPos);
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int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * 1024);
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int bottomBarrierWidth = level.GenerationParams.WallEdgeSprite.Texture.Width;
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int bottomBarrierHeight = level.GenerationParams.WallEdgeSprite.Texture.Height;
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pos = new Vector2(cam.WorldView.X - bottomBarrierWidth, -level.BottomPos);
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int width = (int)(Math.Ceiling(cam.WorldView.Width / bottomBarrierWidth + 4.0f) * bottomBarrierWidth);
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GUI.DrawRectangle(spriteBatch, new Rectangle(
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(int)(MathUtils.Round(pos.X, 1024)),
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(int)-(level.BottomPos - 30),
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width,
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(int)(level.BottomPos - (cam.WorldView.Y - cam.WorldView.Height))),
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(int)(MathUtils.Round(pos.X, bottomBarrierWidth)),
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-(level.BottomPos - 60),
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width,
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level.BottomPos - (cam.WorldView.Y - cam.WorldView.Height)),
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Color.Black, true);
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spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
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new Rectangle((int)(MathUtils.Round(pos.X, 1024)), (int)-level.BottomPos, width, 1024),
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new Rectangle(0, 0, width, -1024),
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level.BackgroundTextureColor, 0.0f,
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new Rectangle((int)MathUtils.Round(pos.X, bottomBarrierWidth), -level.BottomPos - (int)level.GenerationParams.WallEdgeExpandOutwardsAmount, width, bottomBarrierHeight),
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new Rectangle(0, 0, width, -bottomBarrierHeight),
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GameMain.LightManager?.LightingEnabled ?? false ? GameMain.LightManager.AmbientLight : level.WallColor, 0.0f,
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Vector2.Zero,
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SpriteEffects.FlipVertically, 0.0f);
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}
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}
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public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam, bool specular)
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public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
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{
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if (wallVertices == null) return;
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if (!vertexBuffers.Any()) { return; }
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bool renderLevel = cam.WorldView.Y >= 0.0f;
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bool renderSeaFloor = cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024;
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if (!renderLevel && !renderSeaFloor) return;
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var defaultRasterizerState = graphicsDevice.RasterizerState;
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Matrix transformMatrix = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f;
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wallEdgeEffect.Texture = specular && level.GenerationParams.WallEdgeSpriteSpecular != null ?
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level.GenerationParams.WallEdgeSpriteSpecular.Texture :
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level.GenerationParams.WallEdgeSprite.Texture;
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wallEdgeEffect.World = transformMatrix;
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wallCenterEffect.Texture = specular && level.GenerationParams.WallSpriteSpecular != null ?
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level.GenerationParams.WallSpriteSpecular.Texture :
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level.GenerationParams.WallSprite.Texture;
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wallCenterEffect.World = transformMatrix;
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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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wallCenterEffect.CurrentTechnique.Passes[0].Apply();
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if (renderLevel)
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{
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graphicsDevice.SetVertexBuffer(bodyVertices);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f));
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}
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foreach (LevelWall wall in level.ExtraWalls)
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{
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if (!renderSeaFloor && wall == level.SeaFloor) continue;
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wallCenterEffect.World = wall.GetTransform() * transformMatrix;
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wallCenterEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SetVertexBuffer(wall.BodyVertices);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.BodyVertices.VertexCount / 3.0f));
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}
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var defaultRasterizerState = graphicsDevice.RasterizerState;
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graphicsDevice.RasterizerState = cullNone;
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wallEdgeEffect.World = transformMatrix;
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wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
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if (renderLevel)
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//render destructible walls
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for (int i = 0; i < 2; i++)
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{
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wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SetVertexBuffer(wallVertices);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wallVertices.VertexCount / 3.0f));
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var wallList = i == 0 ? level.ExtraWalls : level.UnsyncedExtraWalls;
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foreach (LevelWall wall in wallList)
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{
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if (!(wall is DestructibleLevelWall destructibleWall) || destructibleWall.Destroyed) { continue; }
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wallCenterEffect.Texture = level.GenerationParams.DestructibleWallSprite?.Texture ?? level.GenerationParams.WallSprite.Texture;
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wallCenterEffect.World = wall.GetTransform() * transformMatrix;
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wallCenterEffect.Alpha = wall.Alpha;
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wallCenterEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SetVertexBuffer(wall.WallBuffer);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallBuffer.VertexCount / 3.0f));
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if (destructibleWall.Damage > 0.0f)
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{
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wallCenterEffect.Texture = level.GenerationParams.WallSpriteDestroyed.Texture;
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wallCenterEffect.Alpha = MathHelper.Lerp(0.2f, 1.0f, destructibleWall.Damage / destructibleWall.MaxHealth) * wall.Alpha;
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wallCenterEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
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}
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wallEdgeEffect.Texture = level.GenerationParams.DestructibleWallEdgeSprite?.Texture ?? level.GenerationParams.WallEdgeSprite.Texture;
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wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
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wallEdgeEffect.Alpha = wall.Alpha;
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wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SetVertexBuffer(wall.WallEdgeBuffer);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
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}
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}
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foreach (LevelWall wall in level.ExtraWalls)
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wallEdgeEffect.Alpha = 1.0f;
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wallCenterEffect.Alpha = 1.0f;
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wallCenterEffect.World = transformMatrix;
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wallEdgeEffect.World = transformMatrix;
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//render static walls
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foreach (var vertexBuffer in vertexBuffers)
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{
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if (!renderSeaFloor && wall == level.SeaFloor) continue;
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wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
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wallCenterEffect.Texture = vertexBuffer.WallTexture;
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wallCenterEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SetVertexBuffer(vertexBuffer.WallBuffer);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallBuffer.VertexCount / 3.0f));
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wallEdgeEffect.Texture = vertexBuffer.EdgeTexture;
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wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SetVertexBuffer(wall.WallVertices);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallVertices.VertexCount / 3.0f));
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graphicsDevice.SetVertexBuffer(vertexBuffer.WallEdgeBuffer);
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallEdgeBuffer.VertexCount / 3.0f));
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}
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wallCenterEffect.Texture = level.GenerationParams.WallSprite.Texture;
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wallEdgeEffect.Texture = level.GenerationParams.WallEdgeSprite.Texture;
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//render non-destructible extra walls
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for (int i = 0; i < 2; i++)
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{
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var wallList = i == 0 ? level.ExtraWalls : level.UnsyncedExtraWalls;
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foreach (LevelWall wall in wallList)
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{
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if (wall is DestructibleLevelWall) { continue; }
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//TODO: use LevelWallVertexBuffers for extra walls as well
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wallCenterEffect.World = wall.GetTransform() * transformMatrix;
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wallCenterEffect.Alpha = wall.Alpha;
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wallCenterEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.SetVertexBuffer(wall.WallBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallBuffer.VertexCount / 3.0f));
|
||||
|
||||
wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
|
||||
wallEdgeEffect.Alpha = wall.Alpha;
|
||||
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
|
||||
graphicsDevice.SetVertexBuffer(wall.WallEdgeBuffer);
|
||||
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
|
||||
}
|
||||
}
|
||||
|
||||
graphicsDevice.RasterizerState = defaultRasterizerState;
|
||||
}
|
||||
|
||||
@@ -383,8 +468,11 @@ namespace Barotrauma
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (wallVertices != null) wallVertices.Dispose();
|
||||
if (bodyVertices != null) bodyVertices.Dispose();
|
||||
foreach (var vertexBuffer in vertexBuffers)
|
||||
{
|
||||
vertexBuffer.Dispose();
|
||||
}
|
||||
vertexBuffers.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user