Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Levels/WaterRenderer.cs
2020-05-13 12:55:42 -03:00

242 lines
10 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
struct WaterVertexData
{
float DistortStrengthX;
float DistortStrengthY;
float WaterColorStrength;
float WaterAlpha;
public WaterVertexData(float distortStrengthX, float distortStrengthY, float waterColorStrength, float waterAlpha)
{
DistortStrengthX = distortStrengthX;
DistortStrengthY = distortStrengthY;
WaterColorStrength = waterColorStrength;
WaterAlpha = waterAlpha;
}
public static implicit operator Color(WaterVertexData wd)
{
return new Color(wd.DistortStrengthX, wd.DistortStrengthY, wd.WaterColorStrength, wd.WaterAlpha);
}
}
class WaterRenderer : IDisposable
{
public static WaterRenderer Instance;
public const int DefaultBufferSize = 2000;
public const int DefaultIndoorsBufferSize = 3000;
public static Vector2 DistortionScale = new Vector2(2f, 2f);
public static Vector2 DistortionStrength = new Vector2(0.25f, 0.25f);
public static float BlurAmount = 0.0f;
public Vector2 WavePos
{
get;
private set;
}
public readonly Color waterColor = new Color(0.75f * 0.5f, 0.8f * 0.5f, 0.9f * 0.5f, 1.0f);
public readonly WaterVertexData IndoorsWaterColor = new WaterVertexData(0.1f, 0.1f, 0.5f, 1.0f);
public readonly WaterVertexData IndoorsSurfaceTopColor = new WaterVertexData(0.5f, 0.5f, 0.0f, 1.0f);
public readonly WaterVertexData IndoorsSurfaceBottomColor = new WaterVertexData(0.2f, 0.1f, 0.9f, 1.0f);
public VertexPositionTexture[] vertices = new VertexPositionTexture[DefaultBufferSize];
public Dictionary<EntityGrid, VertexPositionColorTexture[]> IndoorsVertices = new Dictionary<EntityGrid, VertexPositionColorTexture[]>();// VertexPositionColorTexture[DefaultBufferSize * 2];
public Effect WaterEffect
{
get;
private set;
}
private BasicEffect basicEffect;
public int PositionInBuffer = 0;
public Dictionary<EntityGrid, int> PositionInIndoorsBuffer = new Dictionary<EntityGrid, int>();
public Texture2D WaterTexture { get; }
public WaterRenderer(GraphicsDevice graphicsDevice, ContentManager content)
{
#if WINDOWS
WaterEffect = content.Load<Effect>("Effects/watershader");
#endif
#if LINUX || OSX
WaterEffect = content.Load<Effect>("Effects/watershader_opengl");
#endif
WaterTexture = TextureLoader.FromFile("Content/Effects/waterbump.png");
WaterEffect.Parameters["xWaterBumpMap"].SetValue(WaterTexture);
WaterEffect.Parameters["waterColor"].SetValue(waterColor.ToVector4());
if (basicEffect == null)
{
basicEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
basicEffect.VertexColorEnabled = false;
basicEffect.TextureEnabled = true;
}
}
public void RenderWater(SpriteBatch spriteBatch, RenderTarget2D texture, Camera cam)
{
spriteBatch.GraphicsDevice.BlendState = BlendState.NonPremultiplied;
WaterEffect.Parameters["xTexture"].SetValue(texture);
Vector2 distortionStrength = cam == null ? DistortionStrength : DistortionStrength * cam.Zoom;
WaterEffect.Parameters["xWaveWidth"].SetValue(distortionStrength.X);
WaterEffect.Parameters["xWaveHeight"].SetValue(distortionStrength.Y);
if (BlurAmount > 0.0f)
{
WaterEffect.CurrentTechnique = WaterEffect.Techniques["WaterShaderBlurred"];
WaterEffect.Parameters["xBlurDistance"].SetValue(BlurAmount / 100.0f);
}
else
{ WaterEffect.CurrentTechnique = WaterEffect.Techniques["WaterShader"];
}
Vector2 offset = WavePos;
if (cam != null)
{
offset += (cam.Position - new Vector2(cam.WorldView.Width / 2.0f, -cam.WorldView.Height / 2.0f));
offset.Y += cam.WorldView.Height;
offset.X += cam.WorldView.Width;
#if LINUX || OSX
offset.X += cam.WorldView.Width;
#endif
offset *= DistortionScale;
}
offset.Y = -offset.Y;
WaterEffect.Parameters["xUvOffset"].SetValue(new Vector2((offset.X / GameMain.GraphicsWidth) % 1.0f, (offset.Y / GameMain.GraphicsHeight) % 1.0f));
WaterEffect.Parameters["xBumpPos"].SetValue(Vector2.Zero);
if (cam != null)
{
WaterEffect.Parameters["xBumpScale"].SetValue(new Vector2(
(float)cam.WorldView.Width / GameMain.GraphicsWidth * DistortionScale.X,
(float)cam.WorldView.Height / GameMain.GraphicsHeight * DistortionScale.Y));
WaterEffect.Parameters["xTransform"].SetValue(cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f);
WaterEffect.Parameters["xUvTransform"].SetValue(cam.ShaderTransform
* Matrix.CreateOrthographicOffCenter(0, spriteBatch.GraphicsDevice.Viewport.Width * 2, spriteBatch.GraphicsDevice.Viewport.Height * 2, 0, 0, 1) * Matrix.CreateTranslation(0.5f, 0.5f, 0.0f));
}
else
{
WaterEffect.Parameters["xBumpScale"].SetValue(new Vector2(1.0f, 1.0f));
WaterEffect.Parameters["xTransform"].SetValue(Matrix.Identity * Matrix.CreateTranslation(-1.0f, 1.0f, 0.0f));
WaterEffect.Parameters["xUvTransform"].SetValue(Matrix.CreateScale(0.5f, -0.5f, 0.0f));
}
WaterEffect.CurrentTechnique.Passes[0].Apply();
VertexPositionColorTexture[] verts = new VertexPositionColorTexture[6];
Rectangle view = cam != null ? cam.WorldView : spriteBatch.GraphicsDevice.Viewport.Bounds;
var corners = new Vector3[4];
corners[0] = new Vector3(view.X, view.Y, 0.1f);
corners[1] = new Vector3(view.Right, view.Y, 0.1f);
corners[2] = new Vector3(view.Right, view.Y - view.Height, 0.1f);
corners[3] = new Vector3(view.X, view.Y - view.Height, 0.1f);
WaterVertexData backGroundColor = new WaterVertexData(0.1f, 0.1f, 0.5f, 1.0f);
verts[0] = new VertexPositionColorTexture(corners[0], backGroundColor, Vector2.Zero);
verts[1] = new VertexPositionColorTexture(corners[1], backGroundColor, Vector2.Zero);
verts[2] = new VertexPositionColorTexture(corners[2], backGroundColor, Vector2.Zero);
verts[3] = new VertexPositionColorTexture(corners[0], backGroundColor, Vector2.Zero);
verts[4] = new VertexPositionColorTexture(corners[2], backGroundColor, Vector2.Zero);
verts[5] = new VertexPositionColorTexture(corners[3], backGroundColor, Vector2.Zero);
spriteBatch.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, 2);
foreach (KeyValuePair<EntityGrid, VertexPositionColorTexture[]> subVerts in IndoorsVertices)
{
if (!PositionInIndoorsBuffer.ContainsKey(subVerts.Key) || PositionInIndoorsBuffer[subVerts.Key] == 0) continue;
offset = WavePos;
if (subVerts.Key.Submarine != null) { offset -= subVerts.Key.Submarine.WorldPosition; }
if (cam != null)
{
offset += cam.Position - new Vector2(cam.WorldView.Width / 2.0f, -cam.WorldView.Height / 2.0f);
offset.Y += cam.WorldView.Height;
offset.X += cam.WorldView.Width;
offset *= DistortionScale;
}
offset.Y = -offset.Y;
WaterEffect.Parameters["xUvOffset"].SetValue(new Vector2((offset.X / GameMain.GraphicsWidth) % 1.0f, (offset.Y / GameMain.GraphicsHeight) % 1.0f));
WaterEffect.CurrentTechnique.Passes[0].Apply();
spriteBatch.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, subVerts.Value, 0, PositionInIndoorsBuffer[subVerts.Key] / 3);
}
WaterEffect.Parameters["xTexture"].SetValue((Texture2D)null);
WaterEffect.CurrentTechnique.Passes[0].Apply();
}
public void ScrollWater(Vector2 vel, float deltaTime)
{
WavePos = WavePos - vel * deltaTime;
}
public void RenderAir(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
{
if (vertices == null || vertices.Length < 0 || PositionInBuffer <= 0) return;
basicEffect.Texture = texture;
basicEffect.View = Matrix.Identity;
basicEffect.World = transform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f * Matrix.CreateTranslation(0.0f,0.0f,0f);
basicEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SamplerStates[0] = SamplerState.PointWrap;
graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, vertices, 0, PositionInBuffer / 3);
basicEffect.Texture = null;
basicEffect.CurrentTechnique.Passes[0].Apply();
}
public void ResetBuffers()
{
PositionInBuffer = 0;
PositionInIndoorsBuffer.Clear();
IndoorsVertices.Clear();
}
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;
}
}
}
}