Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/WaterRenderer.cs
2015-08-19 23:34:20 +03:00

171 lines
5.8 KiB
C#

using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
struct WaterVertex
{
public Vector3 position;
private Vector2 texCoord;
public WaterVertex(Vector3 position, Vector2 texCoord, Matrix transform)
{
this.position = position;
this.texCoord = Vector2.Transform(texCoord, transform);
}
public WaterVertex(Vector3 position, Vector2 texCoord)
{
this.position = position;
this.texCoord = texCoord;
}
public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
);
public void TransformTexCoord(Matrix transform)
{
texCoord = Vector2.Transform(texCoord, transform);
}
}
class WaterRenderer : IDisposable
{
const int DefaultBufferSize = 1500;
Effect effect;
public Vector2 wavePos;
public WaterVertex[] vertices = new WaterVertex[DefaultBufferSize];
private VertexBuffer vertexBuffer;
public int positionInBuffer = 0;
public WaterRenderer(GraphicsDevice graphicsDevice)
{
//vertexBuffer = new VertexBuffer(graphicsDevice, WaterVertex.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
//vertexBuffer.SetData(vertices);
//effect = Game1.game.Content.Load<Effect>("effects");
byte[] bytecode = File.ReadAllBytes("Content/effects.mgfx");
effect = new Effect(graphicsDevice, bytecode);
//Texture2D waterBumpMap = Game1.textureLoader.FromFile("Content/waterbump.jpg");
//effect.Parameters["xBump"].SetValue(waterBumpMap);
//effect.Parameters["xWaveLength"].SetValue(0.5f);
//effect.Parameters["xWaveHeight"].SetValue(0.03f);
effect.Parameters["xProjection"].SetValue(Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1));
effect.Parameters["xColor"].SetValue(new Vector4(0.75f, 0.8f, 0.9f, 1.0f));
effect.Parameters["xBlurDistance"].SetValue(0.0005f);
effect.Parameters["xWaterBumpMap"].SetValue(Game1.TextureLoader.FromFile("Content/waterbump.jpg"));
effect.Parameters["xWaveWidth"].SetValue(0.1f);
effect.Parameters["xWaveHeight"].SetValue(0.1f);
vertexBuffer = new VertexBuffer(graphicsDevice, WaterVertex.VertexDeclaration, DefaultBufferSize, BufferUsage.WriteOnly);
}
public void RenderBack(GraphicsDevice graphicsDevice, RenderTarget2D texture, Matrix transform)
{
WaterVertex[] verts = new WaterVertex[6];
// create the four corners of our triangle.
Vector3 p1 = new Vector3(-graphicsDevice.Viewport.Width / 2.0f, graphicsDevice.Viewport.Height / 2.0f, 0.0f);
Vector3 p2 = new Vector3(-p1.X, p1.Y, 0.0f);
Vector3 p3 = new Vector3(p2.X, -p1.Y, 0.0f);
Vector3 p4 = new Vector3(p1.X, -p1.Y, 0.0f);
verts[0] = new WaterVertex(p1, new Vector2(0, 0));
verts[1] = new WaterVertex(p2, new Vector2(1, 0));
verts[2] = new WaterVertex(p3, new Vector2(1, 1));
verts[3] = new WaterVertex(p1, new Vector2(0, 0));
verts[4] = new WaterVertex(p3, new Vector2(1, 1));
verts[5] = new WaterVertex(p4, new Vector2(0, 1));
vertexBuffer.SetData(verts);
wavePos.X += 0.0001f;
wavePos.Y += 0.0001f;
effect.Parameters["xWavePos"].SetValue(wavePos);
effect.CurrentTechnique = effect.Techniques["WaterShader"];
effect.Parameters["xTexture"].SetValue(texture);
effect.Parameters["xView"].SetValue(Matrix.Identity);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
#if WINDOWS
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration);
#endif
#if LINUX
//graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, verts, 0, verts.Length / 3, WaterVertex.VertexDeclaration, );
#endif
}
}
public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
{
if (vertices == null) return;
if (vertices.Length < 0) return;
vertexBuffer.SetData(vertices);
effect.Parameters["xBumpPos"].SetValue(cam.Position / Game1.GraphicsWidth / cam.Zoom);
effect.CurrentTechnique = effect.Techniques["EmptyShader"];
effect.Parameters["xTexture"].SetValue(texture);
effect.Parameters["xView"].SetValue(transform);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
#if WINDOWS
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3, WaterVertex.VertexDeclaration);
#endif
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
if (vertexBuffer != null)
{
vertexBuffer.Dispose();
vertexBuffer = null;
}
if (effect != null)
{
effect.Dispose();
effect = null;
}
}
}
}
}