Terraria v1.4.4.9
Terraria source code documentation
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◆ PreDraw()

void Terraria.GameContent.Shaders.WaterShaderData.PreDraw ( GameTime gameTime)
inlineprivate

Definition at line 332 of file WaterShaderData.cs.

333 {
335 if (!_usingRenderTargets || !Main.IsGraphicsDeviceAvailable)
336 {
337 return;
338 }
340 {
341 for (int i = 0; i < Math.Min(_queuedSteps, 2); i++)
342 {
343 StepLiquids();
344 }
345 }
347 {
348 GraphicsDevice graphicsDevice = Main.instance.GraphicsDevice;
349 graphicsDevice.SetRenderTarget(_distortionTarget);
350 graphicsDevice.Clear(new Color(0.5f, 0.5f, 0f, 1f));
351 _clearNextFrame = false;
352 _isWaveBufferDirty = false;
353 graphicsDevice.SetRenderTarget(null);
354 }
355 _queuedSteps = 0;
356 }
void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
unsafe void SetRenderTarget(RenderTargetCube renderTarget, CubeMapFace cubeMapFace)
unsafe GraphicsDevice(IDirect3DDevice9 *pInterface, GraphicsDevice pDevice)
static byte Min(byte val1, byte val2)
Definition Math.cs:912

References Terraria.GameContent.Shaders.WaterShaderData._clearNextFrame, Terraria.GameContent.Shaders.WaterShaderData._distortionTarget, Terraria.GameContent.Shaders.WaterShaderData._isWaveBufferDirty, Terraria.GameContent.Shaders.WaterShaderData._queuedSteps, Terraria.GameContent.Shaders.WaterShaderData._useCustomWaves, Terraria.GameContent.Shaders.WaterShaderData._usePlayerWaves, Terraria.GameContent.Shaders.WaterShaderData._useProjectileWaves, Terraria.GameContent.Shaders.WaterShaderData._useRippleWaves, Terraria.GameContent.Shaders.WaterShaderData._usingRenderTargets, Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(), Microsoft.Xna.Framework.Graphics.Color, Terraria.Main.instance, Terraria.Main.IsGraphicsDeviceAvailable, System.Math.Min(), Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTarget(), Terraria.GameContent.Shaders.WaterShaderData.StepLiquids(), and Terraria.GameContent.Shaders.WaterShaderData.ValidateRenderTargets().

Referenced by Terraria.GameContent.Shaders.WaterShaderData.WaterShaderData().