Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
commit 05205f009e
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Graphics/Light/LightMap.cs Normal file
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// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Light.LightMap
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using ReLogic.Threading;
using Terraria.Utilities;
namespace Terraria.Graphics.Light
{
public class LightMap
{
private Vector3[] _colors;
private LightMaskMode[] _mask;
private FastRandom _random = FastRandom.CreateWithRandomSeed();
private const int DEFAULT_WIDTH = 203;
private const int DEFAULT_HEIGHT = 203;
public int NonVisiblePadding { get; set; }
public int Width { get; private set; }
public int Height { get; private set; }
public float LightDecayThroughAir { get; set; }
public float LightDecayThroughSolid { get; set; }
public Vector3 LightDecayThroughWater { get; set; }
public Vector3 LightDecayThroughHoney { get; set; }
public Vector3 this[int x, int y]
{
get => this._colors[this.IndexOf(x, y)];
set => this._colors[this.IndexOf(x, y)] = value;
}
public LightMap()
{
this.LightDecayThroughAir = 0.91f;
this.LightDecayThroughSolid = 0.56f;
this.LightDecayThroughWater = new Vector3(0.88f, 0.96f, 1.015f) * 0.91f;
this.LightDecayThroughHoney = new Vector3(0.75f, 0.7f, 0.6f) * 0.91f;
this.Width = 203;
this.Height = 203;
this._colors = new Vector3[41209];
this._mask = new LightMaskMode[41209];
}
public void GetLight(int x, int y, out Vector3 color) => color = this._colors[this.IndexOf(x, y)];
public LightMaskMode GetMask(int x, int y) => this._mask[this.IndexOf(x, y)];
public void Clear()
{
for (int index = 0; index < this._colors.Length; ++index)
{
this._colors[index].X = 0.0f;
this._colors[index].Y = 0.0f;
this._colors[index].Z = 0.0f;
this._mask[index] = LightMaskMode.None;
}
}
public void SetMaskAt(int x, int y, LightMaskMode mode) => this._mask[this.IndexOf(x, y)] = mode;
public void Blur()
{
this.BlurPass();
this.BlurPass();
this._random.NextSeed();
}
private void BlurPass()
{
// ISSUE: method pointer
FastParallel.For(0, this.Width, new ParallelForAction((object) this, __methodptr(\u003CBlurPass\u003Eb__42_0)), (object) null);
// ISSUE: method pointer
FastParallel.For(0, this.Height, new ParallelForAction((object) this, __methodptr(\u003CBlurPass\u003Eb__42_1)), (object) null);
}
private void BlurLine(int startIndex, int endIndex, int stride)
{
Vector3 zero = Vector3.Zero;
bool flag1 = false;
bool flag2 = false;
bool flag3 = false;
for (int index = startIndex; index != endIndex + stride; index += stride)
{
if ((double) zero.X < (double) this._colors[index].X)
{
zero.X = this._colors[index].X;
flag1 = false;
}
else if (!flag1)
{
if ((double) zero.X < 0.0185000002384186)
flag1 = true;
else
this._colors[index].X = zero.X;
}
if ((double) zero.Y < (double) this._colors[index].Y)
{
zero.Y = this._colors[index].Y;
flag2 = false;
}
else if (!flag2)
{
if ((double) zero.Y < 0.0185000002384186)
flag2 = true;
else
this._colors[index].Y = zero.Y;
}
if ((double) zero.Z < (double) this._colors[index].Z)
{
zero.Z = this._colors[index].Z;
flag3 = false;
}
else if (!flag3)
{
if ((double) zero.Z < 0.0185000002384186)
flag3 = true;
else
this._colors[index].Z = zero.Z;
}
if (!(flag1 & flag3 & flag2))
{
switch (this._mask[index])
{
case LightMaskMode.None:
if (!flag1)
zero.X *= this.LightDecayThroughAir;
if (!flag2)
zero.Y *= this.LightDecayThroughAir;
if (!flag3)
{
zero.Z *= this.LightDecayThroughAir;
continue;
}
continue;
case LightMaskMode.Solid:
if (!flag1)
zero.X *= this.LightDecayThroughSolid;
if (!flag2)
zero.Y *= this.LightDecayThroughSolid;
if (!flag3)
{
zero.Z *= this.LightDecayThroughSolid;
continue;
}
continue;
case LightMaskMode.Water:
float num = (float) this._random.WithModifier((ulong) index).Next(98, 100) / 100f;
if (!flag1)
zero.X *= this.LightDecayThroughWater.X * num;
if (!flag2)
zero.Y *= this.LightDecayThroughWater.Y * num;
if (!flag3)
{
zero.Z *= this.LightDecayThroughWater.Z * num;
continue;
}
continue;
case LightMaskMode.Honey:
if (!flag1)
zero.X *= this.LightDecayThroughHoney.X;
if (!flag2)
zero.Y *= this.LightDecayThroughHoney.Y;
if (!flag3)
{
zero.Z *= this.LightDecayThroughHoney.Z;
continue;
}
continue;
default:
continue;
}
}
}
}
private int IndexOf(int x, int y) => x * this.Height + y;
public void SetSize(int width, int height)
{
if (width * height > this._colors.Length)
{
this._colors = new Vector3[width * height];
this._mask = new LightMaskMode[width * height];
}
this.Width = width;
this.Height = height;
}
}
}