Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Levels/WaterRenderer.cs
2015-12-26 19:33:23 +02:00

122 lines
3.7 KiB
C#

using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma
{
class WaterRenderer : IDisposable
{
const int DefaultBufferSize = 1500;
private Vector2 wavePos;
public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
private Effect waterEffect;
private BasicEffect basicEffect;
public int PositionInBuffer = 0;
private Texture2D waterTexture;
public Texture2D WaterTexture
{
get { return waterTexture; }
}
public WaterRenderer(GraphicsDevice graphicsDevice)
{
#if WINDOWS
byte[] bytecode = File.ReadAllBytes("Content/watershader.mgfx");
#endif
#if LINUX
byte[] bytecode = File.ReadAllBytes("Content/watershader_opengl.mgfx");
#endif
waterEffect = new Effect(graphicsDevice, bytecode);
waterTexture = TextureLoader.FromFile("Content/waterbump.png");
waterEffect.Parameters["xWaveWidth"].SetValue(0.05f);
waterEffect.Parameters["xWaveHeight"].SetValue(0.05f);
#if WINDOWS
//waterEffect.Parameters["xTexture"].SetValue(waterTexture);
#endif
#if LINUX
waterEffect.Parameters["xWaterBumpMap"].SetValue(waterTexture);
#endif
if (basicEffect == null)
{
basicEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
basicEffect.VertexColorEnabled = false;
basicEffect.TextureEnabled = true;
}
}
public void RenderBack(SpriteBatch spriteBatch, RenderTarget2D texture, float blurAmount = 0.0f)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.LinearWrap, null, null, waterEffect);
waterEffect.CurrentTechnique = waterEffect.Techniques["WaterShader"];
waterEffect.Parameters["xWavePos"].SetValue(wavePos);
waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount);
//waterEffect.CurrentTechnique.Passes[0].Apply();
wavePos.X += 0.0001f;
wavePos.Y += 0.0001f;
#if WINDOWS
waterEffect.Parameters["xTexture"].SetValue(texture);
spriteBatch.Draw(waterTexture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
#elif LINUX
spriteBatch.Draw(texture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
#endif
spriteBatch.End();
}
public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
{
if (vertices == null) return;
if (vertices.Length < 0) return;
basicEffect.Texture = texture;
basicEffect.View = Matrix.Identity;
basicEffect.World = transform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
basicEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (!disposing) return;
if (waterEffect != null)
{
waterEffect.Dispose();
waterEffect = null;
}
if (basicEffect != null)
{
basicEffect.Dispose();
basicEffect = null;
}
}
}
}