terraria-source-code/Graphics/Renderers/MapHeadRenderer.cs
2021-10-26 12:45:26 -04:00

141 lines
5.1 KiB
C#

// 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> _drawData = new List<DrawData>();
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<DrawData> drawDataList1 = new List<DrawData>((IEnumerable<DrawData>) this._drawData);
List<DrawData> drawDataList2 = new List<DrawData>((IEnumerable<DrawData>) 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<DrawData>) drawDataList1);
}
}
}