terraria-cpp2il v1.4.4.9
Terraria mobile dump, with CallAnalysis (see source code). Dump with reconstucted method: https://infinitynichto.github.io/terraria-cpp2il-methodrecon
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Terraria.GameContent.Shaders.WaterShaderData Class Reference
+ Inheritance diagram for Terraria.GameContent.Shaders.WaterShaderData:
+ Collaboration diagram for Terraria.GameContent.Shaders.WaterShaderData:

Classes

struct  Ripple
 

Public Member Functions

 WaterShaderData (string passName)
 
override void Update (GameTime gameTime)
 
override void Apply ()
 
void QueueRipple (Vector2 position, float strength=1f, RippleShape shape=RippleShape.Square, float rotation=0f)
 
void QueueRipple (Vector2 position, float strength, Vector2 size, RippleShape shape=RippleShape.Square, float rotation=0f)
 
void QueueRipple (Vector2 position, Color waveData, Vector2 size, RippleShape shape=RippleShape.Square, float rotation=0f)
 
virtual void Apply (Entity entity, DrawData? drawData=null)
 
ScreenShaderData UseImageOffset (Vector2 offset)
 
ScreenShaderData UseIntensity (float intensity)
 
ScreenShaderData UseColor (float r, float g, float b)
 
ScreenShaderData UseColor (Color color)
 
ScreenShaderData UseColor (Vector3 color)
 
ScreenShaderData UseProgress (float progress)
 
ScreenShaderData UseImage (Texture2D image, int index=0, SamplerState samplerState=null)
 
ScreenShaderData UseImage (string path, int index=0, SamplerState samplerState=null)
 
ScreenShaderData UseDirection (Vector2 direction)
 
ScreenShaderData UseGlobalOpacity (float opacity)
 
ScreenShaderData UseTargetPosition (Vector2 position)
 
ScreenShaderData UseSecondaryColor (float r, float g, float b)
 
ScreenShaderData UseSecondaryColor (Color color)
 
ScreenShaderData UseSecondaryColor (Vector3 color)
 
ScreenShaderData UseOpacity (float opacity)
 
ScreenShaderData UseImageScale (Vector2 scale, int index=0)
 
virtual ScreenShaderData GetSecondaryShader (Player player)
 

Public Attributes

bool _useViscosityFilter
 
bool _useProjectileWaves
 
EffectPass _effectPass
 

Static Public Attributes

const float DISTORTION_BUFFER_SCALE = 0.25f
 

Protected Attributes

string _passName
 

Properties

Action< TileBatchOnWaveDraw [set]
 
float Intensity [get, set]
 
float CombinedOpacity [get, set]
 
Effect Shader [get, set]
 

Private Member Functions

void StepLiquids ()
 
void DrawWaves ()
 
void PreDraw (GameTime gameTime)
 
void ValidateRenderTargets ()
 
void InitRenderTargets (int width, int height)
 
void ReleaseRenderTargets ()
 

Private Attributes

bool _usingRenderTargets
 
Vector2 _lastDistortionDrawOffset
 
float _progress
 
WaterShaderData.Ripple[] _rippleQueue
 
int _rippleQueueCount
 
int _lastScreenWidth
 
int _lastScreenHeight
 
bool _useNPCWaves
 
bool _usePlayerWaves
 
bool _useRippleWaves
 
bool _useCustomWaves
 
bool _clearNextFrame
 
Texture2D[] _viscosityMaskChain
 
int _activeViscosityMask
 
Asset< Texture2D_rippleShapeTexture
 
bool _isWaveBufferDirty
 
int _queuedSteps
 
Vector3 _uColor
 
Vector3 _uSecondaryColor
 
float _uOpacity
 
float _globalOpacity
 
float _uIntensity
 
Vector2 _uTargetPosition
 
Vector2 _uDirection
 
float _uProgress
 
Vector2 _uImageOffset
 
Asset< Texture2D >[] _uAssetImages
 
Texture2D[] _uCustomImages
 
SamplerState[] _samplerStates
 
Vector2[] _imageScales
 
readonly Ref< Effect_shader
 

Static Private Attributes

const float WAVE_FRAMERATE = 0.016666668f
 
const int MAX_RIPPLES_QUEUED = 200
 
const int MAX_QUEUED_STEPS = 1
 

Detailed Description

Definition at line 17 of file WaterShaderData.cs.


The documentation for this class was generated from the following file: