Add IPostProcessWorldShader for custom effect render passes.
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56
OpenRA.Mods.Common/Traits/World/RenderPostProcessPassBase.cs
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56
OpenRA.Mods.Common/Traits/World/RenderPostProcessPassBase.cs
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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 OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public abstract class RenderPostProcessPassBase : 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<RenderPostProcessPassVertex> buffer;
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readonly PostProcessPassType type;
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protected RenderPostProcessPassBase(string name, PostProcessPassType type)
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{
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this.type = type;
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renderer = Game.Renderer;
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shader = renderer.CreateShader(new RenderPostProcessPassShaderBindings(name));
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var vertices = new RenderPostProcessPassVertex[]
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{
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new(-1, -1),
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new(1, -1),
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new(1, 1),
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new(1, 1),
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new(-1, 1),
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new(-1, -1)
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};
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buffer = renderer.CreateVertexBuffer<RenderPostProcessPassVertex>(6);
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buffer.SetData(ref vertices, 6);
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}
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PostProcessPassType IRenderPostProcessPass.Type => type;
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bool IRenderPostProcessPass.Enabled => Enabled;
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void IRenderPostProcessPass.Draw(WorldRenderer wr, ITexture worldTexture)
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{
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shader.PrepareRender();
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shader.SetTexture("WorldTexture", worldTexture);
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PrepareRender(wr, shader);
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renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList);
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}
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protected abstract bool Enabled { get; }
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protected abstract void PrepareRender(WorldRenderer wr, IShader shader);
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}
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}
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