488 lines
24 KiB
C#
488 lines
24 KiB
C#
using FarseerPhysics;
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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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if (wallVertices.Length == 0)
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{
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throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall vertices).");
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}
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if (wallVertices.Length == 0)
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{
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throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall edge vertices).");
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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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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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private Vector2 dustOffset;
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private Vector2 defaultDustVelocity;
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private Vector2 dustVelocity;
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private readonly RasterizerState cullNone;
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private readonly Level level;
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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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defaultDustVelocity = Vector2.UnitY * 10.0f;
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cullNone = new RasterizerState() { CullMode = CullMode.None };
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if (wallEdgeEffect == null)
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{
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wallEdgeEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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{
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DiffuseColor = new Vector3(0.8f, 0.8f, 0.8f),
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VertexColorEnabled = true,
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TextureEnabled = true,
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Texture = level.GenerationParams.WallEdgeSprite.Texture
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};
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wallEdgeEffect.CurrentTechnique = wallEdgeEffect.Techniques["BasicEffect_Texture"];
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}
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if (wallCenterEffect == null)
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{
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wallCenterEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
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{
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VertexColorEnabled = true,
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TextureEnabled = true,
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Texture = level.GenerationParams.WallSprite.Texture
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};
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wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
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}
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this.level = level;
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}
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public void ReloadTextures()
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{
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level.GenerationParams.WallEdgeSprite.ReloadTexture();
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wallEdgeEffect.Texture = level.GenerationParams.WallEdgeSprite.Texture;
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level.GenerationParams.WallSprite.ReloadTexture();
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wallCenterEffect.Texture = level.GenerationParams.WallSprite.Texture;
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}
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public void Update(float deltaTime, Camera cam)
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{
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//calculate the sum of the forces of nearby level triggers
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//and use it to move the dust texture and water distortion effect
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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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{
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Vector2 vel = trigger.GetWaterFlowVelocity(cam.WorldViewCenter);
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if (vel.LengthSquared() > objectMaxFlow.LengthSquared())
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{
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objectMaxFlow = vel;
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}
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}
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currentDustVel += objectMaxFlow;
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}
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dustVelocity = Vector2.Lerp(dustVelocity, currentDustVel, deltaTime);
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WaterRenderer.Instance?.ScrollWater(dustVelocity, deltaTime);
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if (level.GenerationParams.WaterParticles != null)
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{
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Vector2 waterTextureSize = level.GenerationParams.WaterParticles.size * level.GenerationParams.WaterParticleScale;
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dustOffset += new Vector2(dustVelocity.X, -dustVelocity.Y) * level.GenerationParams.WaterParticleScale * deltaTime;
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while (dustOffset.X <= -waterTextureSize.X) dustOffset.X += waterTextureSize.X;
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while (dustOffset.X >= waterTextureSize.X) dustOffset.X -= waterTextureSize.X;
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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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{
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VertexPositionColorTexture[] verts = new VertexPositionColorTexture[vertices.Length];
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for (int i = 0; i < vertices.Length; i++)
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{
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verts[i] = new VertexPositionColorTexture(vertices[i].Position, color, vertices[i].TextureCoordinate);
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}
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return verts;
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}
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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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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 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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if (level.GenerationParams.BackgroundTopSprite != null)
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{
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int backgroundSize = (int)level.GenerationParams.BackgroundTopSprite.size.Y;
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if (backgroundPos.Y < backgroundSize)
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{
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if (backgroundPos.Y < 0)
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{
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var backgroundTop = level.GenerationParams.BackgroundTopSprite;
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backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, backgroundSize, (int)Math.Min(-backgroundPos.Y, backgroundSize));
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backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
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color: level.BackgroundTextureColor);
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}
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if (-backgroundPos.Y < GameMain.GraphicsHeight && level.GenerationParams.BackgroundSprite != null)
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{
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var background = level.GenerationParams.BackgroundSprite;
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background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), backgroundSize, backgroundSize);
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background.DrawTiled(spriteBatch,
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(backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero,
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new Vector2(GameMain.GraphicsWidth, (int)Math.Min(Math.Ceiling(backgroundSize - backgroundPos.Y), backgroundSize)),
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color: level.BackgroundTextureColor);
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}
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}
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}
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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SamplerState.LinearWrap, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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backgroundSpriteManager?.DrawObjectsBack(spriteBatch, cam);
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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 && cam.Zoom > 0.05f)
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{
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float textureScale = level.GenerationParams.WaterParticleScale;
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Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
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Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
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Vector2 offset = -origin + dustOffset;
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while (offset.X <= -srcRect.Width * textureScale) offset.X += srcRect.Width * textureScale;
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while (offset.X > 0.0f) offset.X -= srcRect.Width * textureScale;
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while (offset.Y <= -srcRect.Height * textureScale) offset.Y += srcRect.Height * textureScale;
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while (offset.Y > 0.0f) offset.Y -= srcRect.Height * textureScale;
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for (int i = 0; i < 4; i++)
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{
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float scale = (1.0f - i * 0.2f);
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//alpha goes from 1.0 to 0.0 when scale is in the range of 0.1 - 0.05
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float alpha = (cam.Zoom * scale) < 0.1f ? (cam.Zoom * scale - 0.05f) * 20.0f : 1.0f;
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if (alpha <= 0.0f) continue;
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Vector2 offsetS = offset * scale
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+ new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f
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- new Vector2(256.0f * i);
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float texScale = scale * textureScale;
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while (offsetS.X <= -srcRect.Width * texScale) offsetS.X += srcRect.Width * texScale;
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while (offsetS.X > 0.0f) offsetS.X -= srcRect.Width * texScale;
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while (offsetS.Y <= -srcRect.Height * texScale) offsetS.Y += srcRect.Height * texScale;
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while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * texScale;
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level.GenerationParams.WaterParticles.DrawTiled(
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spriteBatch, origin + offsetS,
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new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
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color: Color.White * alpha, textureScale: new Vector2(texScale));
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}
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}
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spriteBatch.End();
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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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SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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backgroundSpriteManager?.DrawObjectsMid(spriteBatch, cam);
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spriteBatch.End();
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}
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public void DrawForeground(SpriteBatch spriteBatch, Camera cam, LevelObjectManager backgroundSpriteManager = null)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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backgroundSpriteManager?.DrawObjectsFront(spriteBatch, cam);
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spriteBatch.End();
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}
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public void DrawDebugOverlay(SpriteBatch spriteBatch, Camera cam)
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{
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if (GameMain.DebugDraw && cam.Zoom > 0.1f)
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{
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var cells = level.GetCells(cam.WorldViewCenter, 2);
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foreach (VoronoiCell cell in cells)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(cell.Center.X - 10.0f, -cell.Center.Y - 10.0f), new Vector2(20.0f, 20.0f), Color.Cyan, true);
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GUI.DrawLine(spriteBatch,
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new Vector2(cell.Edges[0].Point1.X + cell.Translation.X, -(cell.Edges[0].Point1.Y + cell.Translation.Y)),
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new Vector2(cell.Center.X, -(cell.Center.Y)),
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Color.Blue * 0.5f);
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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)), 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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{
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GUI.DrawRectangle(spriteBatch, new Vector2(point.X + cell.Translation.X, -(point.Y + cell.Translation.Y)), new Vector2(10.0f, 10.0f), Color.White, true);
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}
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}
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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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GUI.DrawLine(spriteBatch,
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new Vector2(nodeList[i - 1].X, -nodeList[i - 1].Y),
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new Vector2(nodeList[i].X, -nodeList[i].Y),
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Color.Lerp(Color.Yellow, GUIStyle.Red, i / (float)nodeList.Count), 0, 10);
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}
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}*/
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foreach (var abyssIsland in level.AbyssIslands)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(abyssIsland.Area.X, -abyssIsland.Area.Y - abyssIsland.Area.Height), abyssIsland.Area.Size.ToVector2(), Color.Cyan, thickness: 5);
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}
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foreach (var ruin in level.Ruins)
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{
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ruin.DebugDraw(spriteBatch);
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}
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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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int topBarrierWidth = level.GenerationParams.WallEdgeSprite.Texture.Width;
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int topBarrierHeight = level.GenerationParams.WallEdgeSprite.Texture.Height;
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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, 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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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, 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, 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)
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{
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if (!vertexBuffers.Any()) { 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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graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
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graphicsDevice.RasterizerState = cullNone;
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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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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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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;
|
|
|
|
//render static walls
|
|
foreach (var vertexBuffer in vertexBuffers)
|
|
{
|
|
wallCenterEffect.Texture = vertexBuffer.WallTexture;
|
|
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
|
graphicsDevice.SetVertexBuffer(vertexBuffer.WallBuffer);
|
|
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallBuffer.VertexCount / 3.0f));
|
|
|
|
wallEdgeEffect.Texture = vertexBuffer.EdgeTexture;
|
|
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
|
|
graphicsDevice.SetVertexBuffer(vertexBuffer.WallEdgeBuffer);
|
|
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallEdgeBuffer.VertexCount / 3.0f));
|
|
}
|
|
|
|
wallCenterEffect.Texture = level.GenerationParams.WallSprite.Texture;
|
|
wallEdgeEffect.Texture = level.GenerationParams.WallEdgeSprite.Texture;
|
|
|
|
//render non-destructible extra walls
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
var wallList = i == 0 ? level.ExtraWalls : level.UnsyncedExtraWalls;
|
|
foreach (LevelWall wall in wallList)
|
|
{
|
|
if (wall is DestructibleLevelWall) { continue; }
|
|
//TODO: use LevelWallVertexBuffers for extra walls as well
|
|
wallCenterEffect.World = wall.GetTransform() * transformMatrix;
|
|
wallCenterEffect.Alpha = wall.Alpha;
|
|
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
|
|
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;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
foreach (var vertexBuffer in vertexBuffers)
|
|
{
|
|
vertexBuffer.Dispose();
|
|
}
|
|
vertexBuffers.Clear();
|
|
}
|
|
}
|
|
}
|