Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Levels/LevelRenderer.cs
2024-12-11 13:26:13 +02:00

593 lines
29 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using Voronoi2;
namespace Barotrauma
{
class LevelWallVertexBuffer : IDisposable
{
/// <summary>
/// Buffer for the vertices of the "actual" wall texture.
/// </summary>
public VertexBuffer WallBuffer;
/// <summary>
/// Buffer for the vertices of the repeating edge texture drawn at the edges of the walls.
/// </summary>
public VertexBuffer WallEdgeBuffer;
/// <summary>
/// Buffer for the vertices of the inner, non-textured black part of the wall.
/// </summary>
public VertexBuffer WallInnerBuffer;
public readonly Texture2D WallTexture, EdgeTexture;
private VertexPositionColorTexture[] wallVertices;
private VertexPositionColorTexture[] wallEdgeVertices;
private VertexPositionColor[] wallInnerVertices;
public bool IsDisposed
{
get;
private set;
}
public LevelWallVertexBuffer(VertexPositionColorTexture[] wallVertices, VertexPositionColorTexture[] wallEdgeVertices, VertexPositionColor[] wallInnerVertices, Texture2D wallTexture, Texture2D edgeTexture)
{
if (wallVertices.Length == 0)
{
throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall vertices).");
}
if (wallVertices.Length == 0)
{
throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall edge vertices).");
}
this.wallVertices = wallVertices;
WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallVertices.Length, BufferUsage.WriteOnly);
WallBuffer.SetData(this.wallVertices);
WallTexture = wallTexture;
this.wallEdgeVertices = wallEdgeVertices;
WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallEdgeVertices.Length, BufferUsage.WriteOnly);
WallEdgeBuffer.SetData(this.wallEdgeVertices);
EdgeTexture = edgeTexture;
if (wallInnerVertices != null)
{
this.wallInnerVertices = wallInnerVertices;
WallInnerBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, wallInnerVertices.Length, BufferUsage.WriteOnly);
WallInnerBuffer.SetData(this.wallInnerVertices);
}
}
public void Append(VertexPositionColorTexture[] newWallVertices, VertexPositionColorTexture[] newWallEdgeVertices, VertexPositionColor[] newWallInnerVertices)
{
WallBuffer = Append(WallBuffer, ref wallVertices, newWallVertices, VertexPositionColorTexture.VertexDeclaration);
WallEdgeBuffer = Append(WallEdgeBuffer, ref wallEdgeVertices, newWallEdgeVertices, VertexPositionColorTexture.VertexDeclaration);
WallInnerBuffer = Append(WallInnerBuffer, ref wallInnerVertices, newWallInnerVertices, VertexPositionColor.VertexDeclaration);
static VertexBuffer Append<T>(VertexBuffer buffer, ref T[] currentVertices, T[] newVertices, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
buffer?.Dispose();
int originalVertexCount = currentVertices.Length;
int newBufferSize = originalVertexCount + newVertices.Length;
buffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, vertexDeclaration, newBufferSize, BufferUsage.WriteOnly);
Array.Resize(ref currentVertices, newBufferSize);
Array.Copy(newVertices, 0, currentVertices, originalVertexCount, newVertices.Length);
buffer.SetData(currentVertices);
return buffer;
}
}
public void Dispose()
{
IsDisposed = true;
WallEdgeBuffer?.Dispose();
WallBuffer?.Dispose();
}
}
class LevelRenderer : IDisposable
{
private static BasicEffect wallEdgeEffect, wallCenterEffect, wallInnerEffect;
private Vector2 waterParticleOffset;
private Vector2 waterParticleVelocity;
private float flashCooldown;
private float flashTimer;
public Color FlashColor { get; private set; }
private readonly RasterizerState cullNone;
private readonly Level level;
private readonly List<LevelWallVertexBuffer> vertexBuffers = new List<LevelWallVertexBuffer>();
private float chromaticAberrationStrength;
public float ChromaticAberrationStrength
{
get { return chromaticAberrationStrength; }
set { chromaticAberrationStrength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public float CollapseEffectStrength
{
get;
set;
}
public Vector2 CollapseEffectOrigin
{
get;
set;
}
public LevelRenderer(Level level)
{
cullNone = new RasterizerState() { CullMode = CullMode.None };
if (wallEdgeEffect == null)
{
wallEdgeEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
DiffuseColor = new Vector3(0.8f, 0.8f, 0.8f),
VertexColorEnabled = true,
TextureEnabled = true,
Texture = level.GenerationParams.WallEdgeSprite.Texture
};
wallEdgeEffect.CurrentTechnique = wallEdgeEffect.Techniques["BasicEffect_Texture"];
}
if (wallCenterEffect == null)
{
wallCenterEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
VertexColorEnabled = true,
TextureEnabled = true,
Texture = level.GenerationParams.WallSprite.Texture
};
wallCenterEffect.CurrentTechnique = wallCenterEffect.Techniques["BasicEffect_Texture"];
}
if (wallInnerEffect == null)
{
wallInnerEffect = new BasicEffect(GameMain.Instance.GraphicsDevice)
{
VertexColorEnabled = true,
TextureEnabled = false
};
wallInnerEffect.CurrentTechnique = wallInnerEffect.Techniques["BasicEffect_Texture"];
}
this.level = level;
}
public void ReloadTextures()
{
level.GenerationParams.WallEdgeSprite.ReloadTexture();
wallEdgeEffect.Texture = level.GenerationParams.WallEdgeSprite.Texture;
level.GenerationParams.WallSprite.ReloadTexture();
wallCenterEffect.Texture = level.GenerationParams.WallSprite.Texture;
}
public void Flash()
{
flashTimer = 1.0f;
}
public void Update(float deltaTime, Camera cam)
{
if (CollapseEffectStrength > 0.0f)
{
CollapseEffectStrength = Math.Max(0.0f, CollapseEffectStrength - deltaTime);
}
if (ChromaticAberrationStrength > 0.0f)
{
ChromaticAberrationStrength = Math.Max(0.0f, ChromaticAberrationStrength - deltaTime * 10.0f);
}
if (level.GenerationParams.FlashInterval.Y > 0)
{
flashCooldown -= deltaTime;
if (flashCooldown <= 0.0f)
{
flashTimer = 1.0f;
if (level.GenerationParams.FlashSound != null)
{
level.GenerationParams.FlashSound.Play(1.0f, "default");
}
flashCooldown = Rand.Range(level.GenerationParams.FlashInterval.X, level.GenerationParams.FlashInterval.Y, Rand.RandSync.Unsynced);
}
if (flashTimer > 0.0f)
{
float brightness = flashTimer * 1.1f - PerlinNoise.GetPerlin((float)Timing.TotalTime, (float)Timing.TotalTime * 0.66f) * 0.1f;
FlashColor = level.GenerationParams.FlashColor.Multiply(MathHelper.Clamp(brightness, 0.0f, 1.0f));
flashTimer -= deltaTime * 0.5f;
}
else
{
FlashColor = Color.TransparentBlack;
}
}
//calculate the sum of the forces of nearby level triggers
//and use it to move the water texture and water distortion effect
Vector2 currentWaterParticleVel = level.GenerationParams.WaterParticleVelocity;
foreach (LevelObject levelObject in level.LevelObjectManager.GetAllVisibleObjects())
{
if (levelObject.Triggers == null) { continue; }
//use the largest water flow velocity of all the triggers
Vector2 objectMaxFlow = Vector2.Zero;
foreach (LevelTrigger trigger in levelObject.Triggers)
{
Vector2 vel = trigger.GetWaterFlowVelocity(cam.WorldViewCenter);
if (vel.LengthSquared() > objectMaxFlow.LengthSquared())
{
objectMaxFlow = vel;
}
}
currentWaterParticleVel += objectMaxFlow;
}
waterParticleVelocity = Vector2.Lerp(waterParticleVelocity, currentWaterParticleVel, deltaTime);
WaterRenderer.Instance?.ScrollWater(waterParticleVelocity, deltaTime);
if (level.GenerationParams.WaterParticles != null)
{
Vector2 waterTextureSize = level.GenerationParams.WaterParticles.size * level.GenerationParams.WaterParticleScale;
waterParticleOffset += new Vector2(waterParticleVelocity.X, -waterParticleVelocity.Y) * level.GenerationParams.WaterParticleScale * deltaTime;
while (waterParticleOffset.X <= -waterTextureSize.X) { waterParticleOffset.X += waterTextureSize.X; }
while (waterParticleOffset.X >= waterTextureSize.X){ waterParticleOffset.X -= waterTextureSize.X; }
while (waterParticleOffset.Y <= -waterTextureSize.Y) { waterParticleOffset.Y += waterTextureSize.Y; }
while (waterParticleOffset.Y >= waterTextureSize.Y) { waterParticleOffset.Y -= waterTextureSize.Y; }
}
}
public static VertexPositionColorTexture[] GetColoredVertices(VertexPositionTexture[] vertices, Color color)
{
VertexPositionColorTexture[] verts = new VertexPositionColorTexture[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
{
verts[i] = new VertexPositionColorTexture(vertices[i].Position, color, vertices[i].TextureCoordinate);
}
return verts;
}
public void SetVertices(VertexPositionColorTexture[] wallVertices, VertexPositionColorTexture[] wallEdgeVertices, VertexPositionColor[] wallInnerVertices, Texture2D wallTexture, Texture2D edgeTexture)
{
var existingBuffer = vertexBuffers.Find(vb => vb.WallTexture == wallTexture && vb.EdgeTexture == edgeTexture);
if (existingBuffer != null)
{
existingBuffer.Append(wallVertices, wallEdgeVertices, wallInnerVertices);
}
else
{
vertexBuffers.Add(new LevelWallVertexBuffer(wallVertices, wallEdgeVertices, wallInnerVertices, wallTexture, edgeTexture));
}
}
public void DrawBackground(SpriteBatch spriteBatch, Camera cam,
LevelObjectManager backgroundSpriteManager = null,
BackgroundCreatureManager backgroundCreatureManager = null,
ParticleManager particleManager = null)
{
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap);
Vector2 backgroundPos = cam.WorldViewCenter;
backgroundPos.Y = -backgroundPos.Y;
backgroundPos *= 0.05f;
if (level.GenerationParams.BackgroundTopSprite != null)
{
int backgroundSize = (int)level.GenerationParams.BackgroundTopSprite.size.Y;
if (backgroundPos.Y < backgroundSize)
{
if (backgroundPos.Y < 0)
{
var backgroundTop = level.GenerationParams.BackgroundTopSprite;
backgroundTop.SourceRect = new Rectangle((int)backgroundPos.X, (int)backgroundPos.Y, backgroundSize, (int)Math.Min(-backgroundPos.Y, backgroundSize));
backgroundTop.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, Math.Min(-backgroundPos.Y, GameMain.GraphicsHeight)),
color: level.BackgroundTextureColor);
}
if (-backgroundPos.Y < GameMain.GraphicsHeight && level.GenerationParams.BackgroundSprite != null)
{
var background = level.GenerationParams.BackgroundSprite;
background.SourceRect = new Rectangle((int)backgroundPos.X, (int)Math.Max(backgroundPos.Y, 0), backgroundSize, backgroundSize);
background.DrawTiled(spriteBatch,
(backgroundPos.Y < 0) ? new Vector2(0.0f, (int)-backgroundPos.Y) : Vector2.Zero,
new Vector2(GameMain.GraphicsWidth, (int)Math.Min(Math.Ceiling(backgroundSize - backgroundPos.Y), backgroundSize)),
color: level.BackgroundTextureColor);
}
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
SamplerState.LinearWrap, DepthStencilState.DepthRead, null, null,
cam.Transform);
backgroundSpriteManager?.DrawObjectsBack(spriteBatch, cam);
if (cam.Zoom > 0.05f)
{
backgroundCreatureManager?.Draw(spriteBatch, cam);
}
if (level.GenerationParams.WaterParticles != null && cam.Zoom > 0.05f)
{
float textureScale = level.GenerationParams.WaterParticleScale;
Rectangle srcRect = new Rectangle(0, 0, 2048, 2048);
Vector2 origin = new Vector2(cam.WorldView.X, -cam.WorldView.Y);
Vector2 offset = -origin + waterParticleOffset;
while (offset.X <= -srcRect.Width * textureScale) offset.X += srcRect.Width * textureScale;
while (offset.X > 0.0f) offset.X -= srcRect.Width * textureScale;
while (offset.Y <= -srcRect.Height * textureScale) offset.Y += srcRect.Height * textureScale;
while (offset.Y > 0.0f) offset.Y -= srcRect.Height * textureScale;
for (int i = 0; i < 4; i++)
{
float scale = (1.0f - i * 0.2f);
//alpha goes from 1.0 to 0.0 when scale is in the range of 0.1 - 0.05
float alpha = (cam.Zoom * scale) < 0.1f ? (cam.Zoom * scale - 0.05f) * 20.0f : 1.0f;
if (alpha <= 0.0f) continue;
Vector2 offsetS = offset * scale
+ new Vector2(cam.WorldView.Width, cam.WorldView.Height) * (1.0f - scale) * 0.5f
- new Vector2(256.0f * i);
float texScale = scale * textureScale;
while (offsetS.X <= -srcRect.Width * texScale) offsetS.X += srcRect.Width * texScale;
while (offsetS.X > 0.0f) offsetS.X -= srcRect.Width * texScale;
while (offsetS.Y <= -srcRect.Height * texScale) offsetS.Y += srcRect.Height * texScale;
while (offsetS.Y > 0.0f) offsetS.Y -= srcRect.Height * texScale;
level.GenerationParams.WaterParticles.DrawTiled(
spriteBatch, origin + offsetS,
new Vector2(cam.WorldView.Width - offsetS.X, cam.WorldView.Height - offsetS.Y),
color: level.GenerationParams.WaterParticleColor * alpha, textureScale: new Vector2(texScale));
}
}
GameMain.ParticleManager?.Draw(spriteBatch, inWater: true, inSub: false, ParticleBlendState.AlphaBlend, background: true);
spriteBatch.End();
RenderWalls(GameMain.Instance.GraphicsDevice, cam);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
cam.Transform);
backgroundSpriteManager?.DrawObjectsMid(spriteBatch, cam);
spriteBatch.End();
}
public void DrawForeground(SpriteBatch spriteBatch, Camera cam, LevelObjectManager backgroundSpriteManager = null)
{
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
cam.Transform);
backgroundSpriteManager?.DrawObjectsFront(spriteBatch, cam);
spriteBatch.End();
}
public void DrawDebugOverlay(SpriteBatch spriteBatch, Camera cam)
{
if (GameMain.DebugDraw && cam.Zoom > 0.1f)
{
var cells = level.GetCells(cam.WorldViewCenter, 2);
foreach (VoronoiCell cell in cells)
{
GUI.DrawRectangle(spriteBatch, new Vector2(cell.Center.X - 10.0f, -cell.Center.Y - 10.0f), new Vector2(20.0f, 20.0f), Color.Cyan, true);
GUI.DrawLine(spriteBatch,
new Vector2(cell.Edges[0].Point1.X + cell.Translation.X, -(cell.Edges[0].Point1.Y + cell.Translation.Y)),
new Vector2(cell.Center.X, -(cell.Center.Y)),
Color.Blue * 0.5f);
foreach (GraphEdge edge in cell.Edges)
{
GUI.DrawLine(spriteBatch, new Vector2(edge.Point1.X + cell.Translation.X, -(edge.Point1.Y + cell.Translation.Y)),
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)),
width: edge.NextToCave ? 8 : 1);
Vector2 normal = edge.GetNormal(cell);
GUI.DrawLine(spriteBatch,
(edge.Center + cell.Translation).FlipY(),
(edge.Center + cell.Translation + normal * 32).FlipY(),
Color.Red * 0.5f,
width: 3);
}
foreach (Vector2 point in cell.BodyVertices)
{
GUI.DrawRectangle(spriteBatch, new Vector2(point.X + cell.Translation.X, -(point.Y + cell.Translation.Y)), new Vector2(10.0f, 10.0f), Color.White, true);
}
}
/*foreach (List<Point> nodeList in level.SmallTunnels)
{
for (int i = 1; i < nodeList.Count; i++)
{
GUI.DrawLine(spriteBatch,
new Vector2(nodeList[i - 1].X, -nodeList[i - 1].Y),
new Vector2(nodeList[i].X, -nodeList[i].Y),
Color.Lerp(Color.Yellow, GUIStyle.Red, i / (float)nodeList.Count), 0, 10);
}
}*/
foreach (var abyssIsland in level.AbyssIslands)
{
GUI.DrawRectangle(spriteBatch, new Vector2(abyssIsland.Area.X, -abyssIsland.Area.Y - abyssIsland.Area.Height), abyssIsland.Area.Size.ToVector2(), Color.Cyan, thickness: 5);
}
foreach (var ruin in level.Ruins)
{
ruin.DebugDraw(spriteBatch);
}
}
Vector2 pos = new Vector2(0.0f, -level.Size.Y);
if (cam.WorldView.Y >= -pos.Y - 1024)
{
int topBarrierWidth = level.GenerationParams.WallEdgeSprite.Texture.Width;
int topBarrierHeight = level.GenerationParams.WallEdgeSprite.Texture.Height;
pos.X = cam.WorldView.X - topBarrierWidth;
int width = (int)(Math.Ceiling(cam.WorldView.Width / 1024 + 4.0f) * topBarrierWidth);
GUI.DrawRectangle(spriteBatch, new Rectangle(
(int)MathUtils.Round(pos.X, topBarrierWidth),
-cam.WorldView.Y,
width,
(int)(cam.WorldView.Y + pos.Y) - 60),
Color.Black, true);
spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
new Rectangle((int)MathUtils.Round(pos.X, topBarrierWidth), (int)(pos.Y - topBarrierHeight + level.GenerationParams.WallEdgeExpandOutwardsAmount), width, topBarrierHeight),
new Rectangle(0, 0, width, -topBarrierHeight),
GameMain.LightManager?.LightingEnabled ?? false ? GameMain.LightManager.AmbientLight : level.WallColor, 0.0f,
Vector2.Zero,
SpriteEffects.None, 0.0f);
}
if (cam.WorldView.Y - cam.WorldView.Height < level.SeaFloorTopPos + 1024)
{
int bottomBarrierWidth = level.GenerationParams.WallEdgeSprite.Texture.Width;
int bottomBarrierHeight = level.GenerationParams.WallEdgeSprite.Texture.Height;
pos = new Vector2(cam.WorldView.X - bottomBarrierWidth, -level.BottomPos);
int width = (int)(Math.Ceiling(cam.WorldView.Width / bottomBarrierWidth + 4.0f) * bottomBarrierWidth);
GUI.DrawRectangle(spriteBatch, new Rectangle(
(int)(MathUtils.Round(pos.X, bottomBarrierWidth)),
-(level.BottomPos - 60),
width,
level.BottomPos - (cam.WorldView.Y - cam.WorldView.Height)),
Color.Black, true);
spriteBatch.Draw(level.GenerationParams.WallEdgeSprite.Texture,
new Rectangle((int)MathUtils.Round(pos.X, bottomBarrierWidth), -level.BottomPos - (int)level.GenerationParams.WallEdgeExpandOutwardsAmount, width, bottomBarrierHeight),
new Rectangle(0, 0, width, -bottomBarrierHeight),
GameMain.LightManager?.LightingEnabled ?? false ? GameMain.LightManager.AmbientLight : level.WallColor, 0.0f,
Vector2.Zero,
SpriteEffects.FlipVertically, 0.0f);
}
}
public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
{
if (!vertexBuffers.Any()) { return; }
var defaultRasterizerState = graphicsDevice.RasterizerState;
Matrix transformMatrix = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 100) * 0.5f;
graphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
graphicsDevice.RasterizerState = cullNone;
//render destructible walls
for (int i = 0; i < 2; i++)
{
var wallList = i == 0 ? level.ExtraWalls : level.UnsyncedExtraWalls;
foreach (LevelWall wall in wallList)
{
if (wall is not DestructibleLevelWall destructibleWall || destructibleWall.Destroyed) { continue; }
if (!wall.IsVisible(cam.WorldView)) { continue; }
wallCenterEffect.Texture = level.GenerationParams.DestructibleWallSprite?.Texture ?? level.GenerationParams.WallSprite.Texture;
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));
if (destructibleWall.Damage > 0.0f)
{
wallCenterEffect.Texture = level.GenerationParams.WallSpriteDestroyed.Texture;
wallCenterEffect.Alpha = MathHelper.Lerp(0.2f, 1.0f, destructibleWall.Damage / destructibleWall.MaxHealth) * wall.Alpha;
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
}
wallEdgeEffect.Texture = level.GenerationParams.DestructibleWallEdgeSprite?.Texture ?? level.GenerationParams.WallEdgeSprite.Texture;
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));
}
}
wallEdgeEffect.Alpha = wallInnerEffect.Alpha = wallCenterEffect.Alpha = 1.0f;
wallCenterEffect.World = wallInnerEffect.World = wallEdgeEffect.World = transformMatrix;
//render static walls
foreach (var vertexBuffer in vertexBuffers)
{
wallInnerEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SetVertexBuffer(vertexBuffer.WallInnerBuffer);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(vertexBuffer.WallInnerBuffer.VertexCount / 3.0f));
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; }
if (!wall.IsVisible(cam.WorldView)) { 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();
}
}
}