Exemple #1
0
 public RoofComponent(Blueprint bp)
 {
     blueprint   = bp;
     RoofRects   = new List <RoofRect> [bp.Stories];
     Drawgroups  = new RoofDrawGroup[bp.Stories];
     this.Effect = WorldContent.GrassEffect;
 }
Exemple #2
0
        public TerrainComponent(Rectangle size, Blueprint blueprint)
        {
            this.Size     = size;
            this.Effect   = WorldContent.GrassEffect;
            this.Bp       = blueprint;
            GridAsTexture = FSOEnvironment.Enable3D;

            UpdateLotType();
        }
        public static void LoadEffects(bool reload)
        {
            _2DWorldBatchEffect = new WorldBatchEffect(ContentManager.Load <Effect>("Effects/2DWorldBatch" + EffectSuffix));
            Grad2DEffect        = new GradEffect(ContentManager.Load <Effect>("Effects/gradpoly2D"));
            Light2DEffect       = new LightMap2DEffect(ContentManager.Load <Effect>("Effects/LightMap2D"));
            GrassEffect         = new GrassEffect(ContentManager.Load <Effect>("Effects/GrassShader" + EffectSuffix));
            RCObject            = new RCObjectEffect(ContentManager.Load <Effect>("Effects/RCObject" + EffectSuffix));
            SSAA           = ContentManager.Load <Effect>("Effects/SSAA");
            SpriteEffect   = new Effects.SpriteEffect(ContentManager.Load <Effect>("Effects/SpriteEffects" + EffectSuffix));
            ParticleEffect = new LightMappedEffect(ContentManager.Load <Effect>("Effects/ParticleShader"));
            AvatarEffect   = new LightMappedEffect(ContentManager.Load <Effect>("Effects/Vitaboy" + EffectSuffix));

            Files.RC.Utils.DepthTreatment.SpriteEffect = SpriteEffect;

            LightEffects = new List <LightMappedEffect>()
            {
                _2DWorldBatchEffect,
                GrassEffect,
                RCObject,
                ParticleEffect,
                AvatarEffect
            };
        }
        public void DrawFloor(GraphicsDevice gd, GrassEffect e, WorldZoom zoom, WorldRotation rot, List <Texture2D> roommaps, HashSet <sbyte> floors, EffectPass pass,
                              Matrix?lightWorld = null, WorldState state = null, int minFloor = 0, bool screenAlignUV = false)
        {
            var parallax  = WorldConfig.Current.Complex;
            var buggedTex = WorldConfig.Current.AdvancedLighting ? 1 : 0;
            //assumes the effect and all its parameters have been set up already
            //we just need to get the right texture and offset
            var flrContent = Content.Content.Get().WorldFloors;

            e.TexOffset = new Vector2();// TexOffset[zoom]*-1f);
            var tmat = TexMat[rot];

            e.TexMatrix     = tmat;
            e.ScreenAlignUV = screenAlignUV;
            var baseRS = gd.RasterizerState;

            var f = 0;

            foreach (var floor in Floors)
            {
                if (!floors.Contains((sbyte)(f++)))
                {
                    continue;
                }

                Matrix worldmat;
                if (lightWorld == null)
                {
                    worldmat = Matrix.CreateTranslation(0, 2.95f * (f - 1) * 3 - Bp.BaseAlt * Bp.TerrainFactor * 3, 0);
                }
                else
                {
                    worldmat       = Matrix.CreateScale(1, 0, 1) * Matrix.CreateTranslation(0, 1f * (f - (1 + minFloor)), 0) * lightWorld.Value;
                    e.DiffuseColor = new Vector4(1, 1, 1, 1) * (float)(6 - (f - (minFloor))) / 5f;
                }

                e.World = worldmat;
                e.Level = (float)(f - ((lightWorld == null)?0.999f:1f));
                if (roommaps != null)
                {
                    e.RoomMap = roommaps[f - 1];
                }
                foreach (var type in floor.GroupForTileType)
                {
                    bool water = false;
                    if (type.Value is Modelled3DFloor)
                    {
                        //we generated a special model for this tile type
                        var mdl = type.Value as Modelled3DFloor;
                        e.TexMatrix      = new Vector4(1, 0, 0, 1);
                        e.ScreenAlignUV  = false;
                        e.GrassShininess = 0.02f;
                        e.Bias           = -0.5f;

                        gd.Indices = mdl.GPUData;
                        gd.SetVertexBuffer(mdl.VertGPUData);
                        var tex = mdl.GetTexture(gd);
                        e.BaseTex = tex;
                        if (tex != null)
                        {
                            e.TexSize = new Vector2(tex.Width, tex.Height);
                        }
                        //e.CurrentTechnique.Passes[2].Apply();
                        pass.Apply();
                        gd.SamplerStates[0] = CustomWrap;
                        gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, mdl.PrimitiveCount);
                        gd.SetVertexBuffer(Bp.Terrain.VertexBuffer);

                        e.TexMatrix     = tmat;
                        e.ScreenAlignUV = screenAlignUV;
                        e.Bias          = -999;
                        continue;
                    }
                    var dat = type.Value.GPUData;
                    if (dat == null)
                    {
                        continue;
                    }
                    gd.Indices = dat;

                    var       id         = type.Key;
                    var       doubleDraw = false;
                    Texture2D SPR        = null;
                    Texture2D pSPR       = null;

                    if (id == 0)
                    {
                        e.UseTexture     = false;
                        e.IgnoreColor    = false;
                        e.GrassShininess = 0.02f;// (float)0.25);
                    }
                    else
                    {
                        e.GrassShininess = (id >= 65503)?0.02f:0f;
                        if (id >= 65503)
                        {
                            if (id == 65503)
                            {
                                water = true;
                                var airTiles = TextureGenerator.GetAirTiles(gd);
                                switch (zoom)
                                {
                                case WorldZoom.Far:
                                    SPR = airTiles[2];
                                    break;

                                case WorldZoom.Medium:
                                    SPR = airTiles[1];
                                    break;

                                case WorldZoom.Near:
                                    SPR = airTiles[0];
                                    break;
                                }
                            }
                            else
                            {
                                e.Water         = true;
                                e.ScreenAlignUV = false;
                                var pool = id >= 65520;
                                water = true;
                                if (!pool)
                                {
                                    e.UseTexture  = false;
                                    e.IgnoreColor = false;

                                    //quickly draw under the water
                                    pass.Apply();
                                    gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, type.Value.GeomForOffset.Count * 2);

                                    e.UseTexture  = true;
                                    e.IgnoreColor = true;
                                    if (lightWorld == null)
                                    {
                                        e.World = worldmat * Matrix.CreateTranslation(0, 0.05f, 0);
                                    }
                                    id -= 65504;
                                }
                                else
                                {
                                    id -= 65520;
                                }

                                e.TexMatrix = CounterTexMat[rot];

                                var roti = (int)rot;
                                roti = (4 - roti) % 4;
                                id   = (ushort)(((id << roti) & 15) | (id >> (4 - roti)));
                                //pools & water are drawn with special logic, and may also be drawn slightly above the ground.

                                int baseSPR;
                                int frameNum = 0;
                                if (state != null)
                                {
                                    if (PoolReplace != null && pool)
                                    {
                                        SPR = PoolReplace[id];
                                        if (parallax)
                                        {
                                            pSPR = PoolReplaceParallax[id];
                                        }
                                    }
                                    else
                                    {
                                        switch (zoom)
                                        {
                                        case WorldZoom.Far:
                                            baseSPR  = (pool) ? 0x400 : 0x800;
                                            frameNum = (pool) ? 0 : 2;
                                            SPR      = state._2D.GetTexture(flrContent.GetGlobalSPR((ushort)(baseSPR + id)).Frames[frameNum]);
                                            break;

                                        case WorldZoom.Medium:
                                            baseSPR  = (pool) ? 0x410 : 0x800;
                                            frameNum = (pool) ? 0 : 1;
                                            SPR      = state._2D.GetTexture(flrContent.GetGlobalSPR((ushort)(baseSPR + id)).Frames[frameNum]);
                                            break;

                                        default:
                                            baseSPR = (pool) ? 0x420 : 0x800;
                                            SPR     = state._2D.GetTexture(flrContent.GetGlobalSPR((ushort)(baseSPR + id)).Frames[frameNum]);
                                            break;
                                        }
                                    }
                                }
                            }
                        }
                        else
                        {
                            var flr = flrContent.Get(id);

                            if (flr == null)
                            {
                                continue;
                            }

                            if (state != null)
                            {
                                switch (zoom)
                                {
                                case WorldZoom.Far:
                                    SPR = state._2D.GetTexture(flr.Far.Frames[0]);
                                    break;

                                case WorldZoom.Medium:
                                    SPR = state._2D.GetTexture(flr.Medium.Frames[0]);
                                    break;

                                default:
                                    SPR = state._2D.GetTexture(flr.Near.Frames[0]);
                                    break;
                                }
                            }
                        }

                        //e.UseTexture = SPR != null);
                    }

                    e.BaseTex = SPR;
                    if (SPR != null)
                    {
                        e.TexSize = new Vector2(SPR.Width, SPR.Height);
                    }
                    if (SPR != null && SPR.Name == null)
                    {
                        doubleDraw = true;
                        SPR.Name   = Alt.ToString();
                    }
                    if (pSPR != null)
                    {
                        var parallaxPass = e.CurrentTechnique.Passes[4];
                        e.ParallaxTex      = pSPR;
                        e.ParallaxUVTexMat = new Vector4(0.7071f, -0.7071f, 0.7071f, 0.7071f);
                        e.ParallaxHeight   = 0.1f;
                        parallaxPass.Apply();
                    }
                    else
                    {
                        pass.Apply();
                    }
                    if (Alt && !FSOEnvironment.DirectX)
                    {
                        //opengl bug workaround. For some reason, the texture is set to clamp mode by some outside force on first draw.
                        //Monogame then thinks the texture is wrapping.
                        gd.SamplerStates[buggedTex] = CustomWrap;
                    }
                    gd.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, type.Value.GeomForOffset.Count * 2);

                    if (id == 0)
                    {
                        e.UseTexture  = true;
                        e.IgnoreColor = true;
                    }
                    if (water)
                    {
                        e.ScreenAlignUV = screenAlignUV;
                        e.World         = worldmat;
                        e.TexMatrix     = tmat;
                        e.Water         = false;
                    }
                }
            }
            e.Water = false;
            Alt     = !Alt;
        }