Replace GlobalLightingPaletteEffect with a post-processing shader.
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@@ -1,111 +0,0 @@
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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 System.Linq;
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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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[Desc("Used for day/night effects.")]
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class GlobalLightingPaletteEffectInfo : TraitInfo, ILobbyCustomRulesIgnore
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{
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[Desc("Do not modify graphics that use any palette in this list.")]
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public readonly HashSet<string> ExcludePalettes = new() { "cursor", "chrome", "colorpicker", "fog", "shroud", "alpha" };
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[Desc("Do not modify graphics that start with these letters.")]
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public readonly HashSet<string> ExcludePalettePrefixes = new();
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public readonly float Red = 1f;
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public readonly float Green = 1f;
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public readonly float Blue = 1f;
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public readonly float Ambient = 1f;
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public override object Create(ActorInitializer init) { return new GlobalLightingPaletteEffect(this); }
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}
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public class GlobalLightingPaletteEffect : IPaletteModifier
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{
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readonly GlobalLightingPaletteEffectInfo info;
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public float Red;
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public float Green;
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public float Blue;
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public float Ambient;
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public GlobalLightingPaletteEffect(GlobalLightingPaletteEffectInfo info)
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{
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this.info = info;
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Red = info.Red;
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Green = info.Green;
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Blue = info.Blue;
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Ambient = info.Ambient;
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}
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public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
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{
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// Calculate ambient color multipliers as integers for speed. To handle fractional ambiance, we'll increase
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// the magnitude of the result by 8 bits.
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var ar = (uint)((1 << 8) * Ambient * Red);
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var ag = (uint)((1 << 8) * Ambient * Green);
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var ab = (uint)((1 << 8) * Ambient * Blue);
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foreach (var kvp in palettes)
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{
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if (info.ExcludePalettes.Contains(kvp.Key))
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continue;
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if (info.ExcludePalettePrefixes.Any(kvp.Key.StartsWith))
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continue;
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var palette = kvp.Value;
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for (var x = 0; x < Palette.Size; x++)
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{
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/* Here is the reference code for the operation we are performing.
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var from = palette.GetColor(x);
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var r = (int)(from.R * Ambient * Red).Clamp(0, 255);
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var g = (int)(from.G * Ambient * Green).Clamp(0, 255);
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var b = (int)(from.B * Ambient * Blue).Clamp(0, 255);
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palette.SetColor(x, Color.FromArgb(from.A, r, g, b));
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*/
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// PERF: Use integer arithmetic to avoid costly conversions to and from floating point values.
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var from = palette[x];
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// 1: Extract each color component and shift it to the lower bits, then multiply with ambiance.
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// 2: Because the ambiance was increased by 8 bits, our result has been shifted 8 bits up.
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// If the multiply overflowed we clamp the value, otherwise we mask out the fractional bits.
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// 3: Finally, we shift the color component back to its correct place. We're already 8 bits higher
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// than expected due to the multiply, so we don't have to shift as far to get back.
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var r1 = ((from & 0x00FF0000) >> 16) * ar;
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var r2 = r1 >= 0x0000FF00 ? 0x0000FF00 : r1 & 0x0000FF00;
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var r3 = r2 << 8;
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var g1 = ((from & 0x0000FF00) >> 8) * ag;
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var g2 = g1 >= 0x0000FF00 ? 0x0000FF00 : g1 & 0x0000FF00;
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var g3 = g2 << 0;
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var b1 = ((from & 0x000000FF) >> 0) * ab;
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var b2 = b1 >= 0x0000FF00 ? 0x0000FF00 : b1 & 0x0000FF00;
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var b3 = b2 >> 8;
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// Combine all the adjusted components back together.
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var a = from & 0xFF000000;
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palette[x] = a | r3 | g3 | b3;
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}
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}
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}
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}
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}
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@@ -0,0 +1,51 @@
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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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[Desc("Used for day/night effects.")]
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class TintPostProcessEffectInfo : TraitInfo, ILobbyCustomRulesIgnore
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{
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public readonly float Red = 1f;
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public readonly float Green = 1f;
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public readonly float Blue = 1f;
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public readonly float Ambient = 1f;
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public override object Create(ActorInitializer init) { return new TintPostProcessEffect(this); }
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}
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public class TintPostProcessEffect : RenderPostProcessPassBase
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{
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public float Red;
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public float Green;
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public float Blue;
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public float Ambient;
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public TintPostProcessEffect(TintPostProcessEffectInfo info)
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: base("tint", PostProcessPassType.AfterActors)
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{
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Red = info.Red;
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Green = info.Green;
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Blue = info.Blue;
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Ambient = info.Ambient;
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}
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protected override bool Enabled => true;
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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shader.SetVec("Tint", Ambient * Red, Ambient * Green, Ambient * Blue);
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}
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}
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}
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