Add IPostProcessWorldShader for custom effect render passes.
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@@ -157,6 +157,7 @@ namespace OpenRA
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{
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void SetData(byte[] colors, int width, int height);
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void SetFloatData(float[] data, int width, int height);
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void SetDataFromReadBuffer(Rectangle rect);
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byte[] GetData();
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Size Size { get; }
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TextureScaleFilter ScaleFilter { get; set; }
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37
OpenRA.Game/Graphics/RenderPostProcessPassVertex.cs
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37
OpenRA.Game/Graphics/RenderPostProcessPassVertex.cs
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@@ -0,0 +1,37 @@
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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.Runtime.InteropServices;
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namespace OpenRA.Graphics
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{
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct RenderPostProcessPassVertex
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{
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public readonly float X, Y;
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public RenderPostProcessPassVertex(float x, float y)
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{
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X = x; Y = y;
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}
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}
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public sealed class RenderPostProcessPassShaderBindings : ShaderBindings
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{
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public RenderPostProcessPassShaderBindings(string name)
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: base("postprocess", "postprocess_" + name) { }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", 2, 0)
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};
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}
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}
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@@ -39,11 +39,14 @@ namespace OpenRA.Graphics
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public abstract ShaderVertexAttribute[] Attributes { get; }
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protected ShaderBindings(string name)
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: this(name, name) { }
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protected ShaderBindings(string vertexName, string fragmentName)
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{
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Stride = Attributes.Sum(a => a.Components * 4);
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VertexShaderName = name;
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VertexShaderName = vertexName;
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VertexShaderCode = GetShaderCode(VertexShaderName + ".vert");
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FragmentShaderName = name;
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FragmentShaderName = fragmentName;
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FragmentShaderCode = GetShaderCode(FragmentShaderName + ".frag");
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}
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@@ -45,6 +45,8 @@ namespace OpenRA.Graphics
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readonly List<IRenderable> renderablesBuffer = new();
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readonly IRenderer[] renderers;
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readonly IRenderPostProcessPass[] postProcessPasses;
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readonly ITexture postProcessTexture;
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internal WorldRenderer(ModData modData, World world)
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{
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@@ -71,6 +73,10 @@ namespace OpenRA.Graphics
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terrainRenderer = world.WorldActor.TraitOrDefault<IRenderTerrain>();
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debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
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postProcessPasses = world.WorldActor.TraitsImplementing<IRenderPostProcessPass>().ToArray();
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if (postProcessPasses.Length > 0)
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postProcessTexture = Game.Renderer.Context.CreateTexture();
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}
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public void BeginFrame()
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@@ -284,6 +290,8 @@ namespace OpenRA.Graphics
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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ApplyPostProcessing(PostProcessPassType.AfterActors);
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World.ApplyToActorsWithTrait<IRenderAboveWorld>((actor, trait) =>
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{
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if (actor.IsInWorld && !actor.Disposed)
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@@ -293,6 +301,8 @@ namespace OpenRA.Graphics
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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ApplyPostProcessing(PostProcessPassType.AfterWorld);
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World.ApplyToActorsWithTrait<IRenderShroud>((actor, trait) => trait.RenderShroud(this));
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if (enableDepthBuffer)
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@@ -306,9 +316,27 @@ namespace OpenRA.Graphics
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foreach (var r in g)
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r.Render(this);
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ApplyPostProcessing(PostProcessPassType.AfterShroud);
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Game.Renderer.Flush();
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}
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void ApplyPostProcessing(PostProcessPassType type)
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{
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var size = Game.Renderer.WorldFrameBufferSize;
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var rect = new Rectangle(0, 0, size.Width, size.Height);
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foreach (var pass in postProcessPasses)
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{
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if (pass.Type != type || !pass.Enabled)
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continue;
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// Make a copy of the world texture to avoid reading and writing on the same buffer
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Game.Renderer.Flush();
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postProcessTexture.SetDataFromReadBuffer(rect);
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pass.Draw(this, postProcessTexture);
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}
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}
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public void DrawAnnotations()
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{
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Game.Renderer.EnableAntialiasingFilter();
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