Replace ChronoshiftPaletteEffect with a post-processing shader.

This commit is contained in:
Paul Chote
2023-10-22 17:05:28 +01:00
committed by Gustas
parent 7adcba5b7f
commit 59d40c8b4e
7 changed files with 48 additions and 28 deletions

View File

@@ -213,7 +213,7 @@ namespace OpenRA.Mods.Cnc.Traits
TriggerVortex();
// Trigger screen desaturate effect
foreach (var cpa in self.World.ActorsWithTrait<ChronoshiftPaletteEffect>())
foreach (var cpa in self.World.ActorsWithTrait<ChronoshiftPostProcessEffect>())
cpa.Trait.Enable();
Game.Sound.Play(SoundType.World, info.ChronoshiftSound, self.CenterPosition);

View File

@@ -9,29 +9,29 @@
*/
#endregion
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Apply palette full screen rotations during chronoshifts. Add this to the world actor.")]
public class ChronoshiftPaletteEffectInfo : TraitInfo
public class ChronoshiftPostProcessEffectInfo : TraitInfo
{
[Desc("Measured in ticks.")]
public readonly int ChronoEffectLength = 60;
public override object Create(ActorInitializer init) { return new ChronoshiftPaletteEffect(this); }
public override object Create(ActorInitializer init) { return new ChronoshiftPostProcessEffect(this); }
}
public class ChronoshiftPaletteEffect : IPaletteModifier, ITick
public class ChronoshiftPostProcessEffect : RenderPostProcessPassBase, ITick
{
readonly ChronoshiftPaletteEffectInfo info;
readonly ChronoshiftPostProcessEffectInfo info;
int remainingFrames;
public ChronoshiftPaletteEffect(ChronoshiftPaletteEffectInfo info)
public ChronoshiftPostProcessEffect(ChronoshiftPostProcessEffectInfo info)
: base("chronoshift", PostProcessPassType.AfterWorld)
{
this.info = info;
}
@@ -47,23 +47,10 @@ namespace OpenRA.Mods.Cnc.Traits
remainingFrames--;
}
void IPaletteModifier.AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
protected override bool Enabled => remainingFrames > 0;
protected override void PrepareRender(WorldRenderer wr, IShader shader)
{
if (remainingFrames == 0)
return;
var frac = (float)remainingFrames / info.ChronoEffectLength;
foreach (var pal in palettes)
{
for (var x = 0; x < Palette.Size; x++)
{
var orig = pal.Value.GetColor(x);
var lum = (int)(255 * orig.GetBrightness());
var desat = Color.FromArgb(orig.A, lum, lum, lum);
pal.Value.SetColor(x, Exts.ColorLerp(frac, orig, desat));
}
}
shader.SetVec("Blend", (float)remainingFrames / info.ChronoEffectLength);
}
}
}