Replace GlobalLightingPaletteEffect with a post-processing shader.
This commit is contained in:
@@ -0,0 +1,51 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Used for day/night effects.")]
|
||||
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
|
||||
public class TintPostProcessEffectInfo : TraitInfo, ILobbyCustomRulesIgnore
|
||||
{
|
||||
public readonly float Red = 1f;
|
||||
public readonly float Green = 1f;
|
||||
public readonly float Blue = 1f;
|
||||
public readonly float Ambient = 1f;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new TintPostProcessEffect(this); }
|
||||
}
|
||||
|
||||
public class TintPostProcessEffect : RenderPostProcessPassBase
|
||||
{
|
||||
public float Red;
|
||||
public float Green;
|
||||
public float Blue;
|
||||
public float Ambient;
|
||||
|
||||
public TintPostProcessEffect(TintPostProcessEffectInfo info)
|
||||
: base("tint", PostProcessPassType.AfterActors)
|
||||
{
|
||||
Red = info.Red;
|
||||
Green = info.Green;
|
||||
Blue = info.Blue;
|
||||
Ambient = info.Ambient;
|
||||
}
|
||||
|
||||
protected override bool Enabled => true;
|
||||
protected override void PrepareRender(WorldRenderer wr, IShader shader)
|
||||
{
|
||||
shader.SetVec("Tint", Ambient * Red, Ambient * Green, Ambient * Blue);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user