Replace GlobalLightingPaletteEffect with a post-processing shader.

This commit is contained in:
Paul Chote
2023-10-21 23:50:16 +01:00
committed by Gustas
parent a51a9700cf
commit cb55039ec9
15 changed files with 103 additions and 133 deletions

View File

@@ -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);
}
}
}