Add dynamic ChronoVortexRenderable.
This commit is contained in:
@@ -24,6 +24,20 @@ namespace OpenRA.Graphics
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}
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}
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct RenderPostProcessPassTexturedVertex
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{
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// 3d position
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public readonly float X, Y;
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public readonly float S, T;
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public RenderPostProcessPassTexturedVertex(float x, float y, float s, float t)
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{
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X = x; Y = y;
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S = s; T = t;
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}
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}
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public sealed class RenderPostProcessPassShaderBindings : ShaderBindings
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public sealed class RenderPostProcessPassShaderBindings : ShaderBindings
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{
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{
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public RenderPostProcessPassShaderBindings(string name)
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public RenderPostProcessPassShaderBindings(string name)
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@@ -34,4 +48,17 @@ namespace OpenRA.Graphics
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new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 2, 0)
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new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 2, 0)
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};
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};
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}
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}
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public sealed class RenderPostProcessPassTexturedShaderBindings : ShaderBindings
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{
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public RenderPostProcessPassTexturedShaderBindings(string name)
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: base("postprocess_textured", "postprocess_textured_" + name)
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{ }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 2, 0),
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new ShaderVertexAttribute("aVertexTexCoord", ShaderVertexAttributeType.Float, 2, 8),
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};
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}
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}
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}
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67
OpenRA.Mods.Cnc/Graphics/ChronoVortexRenderable.cs
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67
OpenRA.Mods.Cnc/Graphics/ChronoVortexRenderable.cs
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@@ -0,0 +1,67 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Cnc.Traits;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Cnc.Graphics
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{
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public class ChronoVortexRenderable : IRenderable, IFinalizedRenderable
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{
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public static readonly IEnumerable<IRenderable> None = Array.Empty<IRenderable>();
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readonly ChronoVortexRenderer renderer;
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public WPos Pos { get; }
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readonly int frame;
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public ChronoVortexRenderable(ChronoVortexRenderer renderer, WPos pos, int frame)
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{
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if (frame < 0 || frame >= 48)
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throw new ArgumentException("frame must be in the range 0-47", nameof(frame));
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this.renderer = renderer;
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Pos = pos;
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this.frame = frame;
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}
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public int ZOffset => 0;
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public bool IsDecoration => false;
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public IRenderable WithZOffset(int newOffset) => this;
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public IRenderable OffsetBy(in WVec offset) => this;
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public IRenderable AsDecoration() => this;
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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renderer.DrawVortex(wr.Screen3DPxPosition(Pos), frame);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var pos = wr.Screen3DPxPosition(Pos);
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var tl = wr.Viewport.WorldToViewPx(pos);
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var br = wr.Viewport.WorldToViewPx(pos + new float3(64, 64, 0));
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Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.Red);
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}
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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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var pos = wr.Screen3DPxPosition(Pos);
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var tl = wr.Viewport.WorldToViewPx(pos);
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var br = wr.Viewport.WorldToViewPx(pos + new float3(64, 64, 0));
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return new Rectangle(tl.X, tl.Y, br.X - tl.X, br.Y - tl.Y);
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}
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}
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}
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109
OpenRA.Mods.Cnc/Traits/World/ChronoVortexRenderer.cs
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109
OpenRA.Mods.Cnc/Traits/World/ChronoVortexRenderer.cs
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@@ -0,0 +1,109 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Render chrono vortex")]
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public class ChronoVortexRendererInfo : TraitInfo
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{
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public override object Create(ActorInitializer init) { return new ChronoVortexRenderer(init.Self); }
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}
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public sealed class ChronoVortexRenderer : IRenderPostProcessPass
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{
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readonly Renderer renderer;
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readonly IShader shader;
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readonly IVertexBuffer<RenderPostProcessPassTexturedVertex> vortexBuffer;
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readonly Sheet vortexSheet;
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readonly List<(float3, int)> vortices = new();
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public ChronoVortexRenderer(Actor self)
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{
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renderer = Game.Renderer;
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shader = renderer.CreateShader(new RenderPostProcessPassTexturedShaderBindings("vortex"));
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vortexSheet = new Sheet(SheetType.BGRA, new Size(512, 512));
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vortexBuffer = renderer.CreateVertexBuffer<RenderPostProcessPassTexturedVertex>(288);
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var vertices = new RenderPostProcessPassTexturedVertex[288];
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var data = vortexSheet.GetData();
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var j = 0;
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for (var f = 0; f < 48; f++)
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{
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var row = f / 8;
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var col = f % 8;
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using (var stream = self.World.Map.Open($"hole{f:D04}.lut"))
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{
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for (var y = 0; y < 64; y++)
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{
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var i = 2048 * (64 * row + y) + 256 * col;
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for (var x = 0; x < 64; x++)
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{
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data[i++] = (byte)(stream.ReadUInt8() + 128 - x);
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data[i++] = (byte)(stream.ReadUInt8() + 128 - y);
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data[i++] = stream.ReadUInt8();
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data[i++] = 255;
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}
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}
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}
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var tl = new float2(col, row) / 8;
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var br = new float2(col + 1, row + 1) / 8;
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vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, -32, tl.X, tl.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(32, -32, br.X, tl.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(32, 32, br.X, br.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(32, 32, br.X, br.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, 32, tl.X, br.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, -32, tl.X, tl.Y);
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}
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vortexBuffer.SetData(ref vertices, 288);
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vortexSheet.CommitBufferedData();
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}
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public void DrawVortex(float3 pos, int frame)
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{
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vortices.Add((pos, frame));
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}
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PostProcessPassType IRenderPostProcessPass.Type => PostProcessPassType.AfterWorld;
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bool IRenderPostProcessPass.Enabled => vortices.Count > 0;
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void IRenderPostProcessPass.Draw(WorldRenderer wr, ITexture worldTexture)
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{
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var scroll = wr.Viewport.TopLeft;
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var size = renderer.WorldFrameBufferSize;
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var width = 2f / (renderer.WorldDownscaleFactor * size.Width);
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var height = 2f / (renderer.WorldDownscaleFactor * size.Height);
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shader.SetVec("Scroll", scroll.X, scroll.Y);
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shader.SetVec("p1", width, height);
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shader.SetVec("p2", -1, -1);
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shader.SetTexture("WorldTexture", worldTexture);
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shader.SetTexture("VortexTexture", vortexSheet.GetTexture());
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shader.PrepareRender();
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foreach (var (pos, frame) in vortices)
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{
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shader.SetVec("Pos", pos.X, pos.Y);
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renderer.DrawBatch(vortexBuffer, shader, 6 * frame, 6, PrimitiveType.TriangleList);
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}
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vortices.Clear();
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}
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}
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}
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14
glsl/postprocess_textured.vert
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14
glsl/postprocess_textured.vert
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#version {VERSION}
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uniform vec2 Pos, Scroll;
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uniform vec2 p1, p2;
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in vec2 aVertexPosition;
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in vec2 aVertexTexCoord;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = vec4((aVertexPosition + Pos - Scroll) * p1 + p2, 0, 1);
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vTexCoord = aVertexTexCoord;
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}
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22
glsl/postprocess_textured_vortex.frag
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22
glsl/postprocess_textured_vortex.frag
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@@ -0,0 +1,22 @@
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#version {VERSION}
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D VortexTexture;
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uniform sampler2D WorldTexture;
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in vec2 vTexCoord;
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out vec4 fragColor;
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void main()
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{
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vec4 vtx = texture(VortexTexture, vTexCoord.xy);
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vec2 delta = (vtx.bg - 0.5) * 256.0;
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float frac = 16.0 * vtx.r + 0.0625;
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if (vtx.r > 0.055)
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discard;
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fragColor = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy + delta), 0) * vec4(frac, frac, frac, 1);
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}
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