// Decompiled with JetBrains decompiler // Type: Terraria.Graphics.Renderers.MapHeadRenderer // 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 Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using Terraria.DataStructures; using Terraria.GameContent; using Terraria.ID; namespace Terraria.Graphics.Renderers { public class MapHeadRenderer : INeedRenderTargetContent { private bool _anyDirty; private PlayerHeadDrawRenderTargetContent[] _playerRenders = new PlayerHeadDrawRenderTargetContent[(int) byte.MaxValue]; private readonly List _drawData = new List(); public MapHeadRenderer() { for (int index = 0; index < this._playerRenders.Length; ++index) this._playerRenders[index] = new PlayerHeadDrawRenderTargetContent(); } public void DrawPlayerHead( Camera camera, Player drawPlayer, Vector2 position, float alpha = 1f, float scale = 1f, Color borderColor = default (Color)) { PlayerHeadDrawRenderTargetContent playerRender = this._playerRenders[drawPlayer.whoAmI]; playerRender.UsePlayer(drawPlayer); playerRender.UseColor(borderColor); playerRender.Request(); this._anyDirty = true; this._drawData.Clear(); if (!playerRender.IsReady) return; RenderTarget2D target = playerRender.GetTarget(); this._drawData.Add(new DrawData((Texture2D) target, position, new Rectangle?(), Color.White, 0.0f, target.Size() / 2f, scale, SpriteEffects.None, 0)); this.RenderDrawData(drawPlayer); } private void RenderDrawData(Player drawPlayer) { Effect pixelShader = Main.pixelShader; Projectile[] projectile = Main.projectile; SpriteBatch spriteBatch = Main.spriteBatch; for (int index = 0; index < this._drawData.Count; ++index) { DrawData cdd = this._drawData[index]; if (!cdd.sourceRect.HasValue) cdd.sourceRect = new Rectangle?(cdd.texture.Frame()); PlayerDrawHelper.SetShaderForData(drawPlayer, drawPlayer.cHead, ref cdd); if (cdd.texture != null) cdd.Draw(spriteBatch); } pixelShader.CurrentTechnique.Passes[0].Apply(); } public bool IsReady => !this._anyDirty; public void PrepareRenderTarget(GraphicsDevice device, SpriteBatch spriteBatch) { if (!this._anyDirty) return; for (int index = 0; index < this._playerRenders.Length; ++index) this._playerRenders[index].PrepareRenderTarget(device, spriteBatch); this._anyDirty = false; } private void CreateOutlines(float alpha, float scale, Color borderColor) { if (!(borderColor != Color.Transparent)) return; List drawDataList1 = new List((IEnumerable) this._drawData); List drawDataList2 = new List((IEnumerable) this._drawData); this._drawData.Clear(); float num1 = 2f * scale; Color color1 = borderColor * (alpha * alpha); Color color2 = Color.Black * (alpha * alpha); int colorOnlyShaderIndex = ContentSamples.CommonlyUsedContentSamples.ColorOnlyShaderIndex; for (int index = 0; index < drawDataList2.Count; ++index) { DrawData drawData = drawDataList2[index]; drawData.shader = colorOnlyShaderIndex; drawData.color = color2; drawDataList2[index] = drawData; } int num2 = 2; for (int index1 = -num2; index1 <= num2; ++index1) { for (int index2 = -num2; index2 <= num2; ++index2) { if (Math.Abs(index1) + Math.Abs(index2) == num2) { Vector2 vector2 = new Vector2((float) index1 * num1, (float) index2 * num1); for (int index3 = 0; index3 < drawDataList2.Count; ++index3) { DrawData drawData = drawDataList2[index3]; drawData.position += vector2; this._drawData.Add(drawData); } } } } for (int index = 0; index < drawDataList2.Count; ++index) { DrawData drawData = drawDataList2[index]; drawData.shader = colorOnlyShaderIndex; drawData.color = color1; drawDataList2[index] = drawData; } Vector2 vector2_1 = Vector2.Zero; int num3 = 1; for (int index4 = -num3; index4 <= num3; ++index4) { for (int index5 = -num3; index5 <= num3; ++index5) { if (Math.Abs(index4) + Math.Abs(index5) == num3) { vector2_1 = new Vector2((float) index4 * num1, (float) index5 * num1); for (int index6 = 0; index6 < drawDataList2.Count; ++index6) { DrawData drawData = drawDataList2[index6]; drawData.position += vector2_1; this._drawData.Add(drawData); } } } } this._drawData.AddRange((IEnumerable) drawDataList1); } } }