116 lines
3.7 KiB
C#
116 lines
3.7 KiB
C#
#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 OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Render chrono vortex")]
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public class ChronoVortexRendererInfo : TraitInfo
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{
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public override object Create(ActorInitializer init) { return new ChronoVortexRenderer(init.Self); }
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}
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public sealed class ChronoVortexRenderer : IRenderPostProcessPass, INotifyActorDisposing
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{
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readonly Renderer renderer;
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readonly IShader shader;
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readonly IVertexBuffer<RenderPostProcessPassTexturedVertex> vortexBuffer;
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readonly Sheet vortexSheet;
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readonly List<(float3, int)> vortices = new();
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public ChronoVortexRenderer(Actor self)
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{
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renderer = Game.Renderer;
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shader = renderer.CreateShader(new RenderPostProcessPassTexturedShaderBindings("vortex"));
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vortexSheet = new Sheet(SheetType.BGRA, new Size(512, 512));
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vortexBuffer = renderer.CreateVertexBuffer<RenderPostProcessPassTexturedVertex>(288);
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var vertices = new RenderPostProcessPassTexturedVertex[288];
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var data = vortexSheet.GetData();
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var j = 0;
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for (var f = 0; f < 48; f++)
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{
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var row = f / 8;
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var col = f % 8;
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using (var stream = self.World.Map.Open($"hole{f:D04}.lut"))
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{
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for (var y = 0; y < 64; y++)
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{
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var i = 2048 * (64 * row + y) + 256 * col;
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for (var x = 0; x < 64; x++)
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{
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data[i++] = (byte)(stream.ReadUInt8() + 128 - x);
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data[i++] = (byte)(stream.ReadUInt8() + 128 - y);
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data[i++] = stream.ReadUInt8();
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data[i++] = 255;
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}
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}
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}
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var tl = new float2(col, row) / 8;
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var br = new float2(col + 1, row + 1) / 8;
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vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, -32, tl.X, tl.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(32, -32, br.X, tl.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(32, 32, br.X, br.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(32, 32, br.X, br.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, 32, tl.X, br.Y);
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vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, -32, tl.X, tl.Y);
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}
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vortexBuffer.SetData(ref vertices, 288);
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vortexSheet.CommitBufferedData();
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}
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public void DrawVortex(float3 pos, int frame)
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{
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vortices.Add((pos, frame));
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}
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PostProcessPassType IRenderPostProcessPass.Type => PostProcessPassType.AfterWorld;
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bool IRenderPostProcessPass.Enabled => vortices.Count > 0;
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void IRenderPostProcessPass.Draw(WorldRenderer wr)
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{
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var scroll = wr.Viewport.TopLeft;
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var size = renderer.WorldFrameBufferSize;
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var width = 2f / (renderer.WorldDownscaleFactor * size.Width);
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var height = 2f / (renderer.WorldDownscaleFactor * size.Height);
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shader.SetVec("Scroll", scroll.X, scroll.Y);
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shader.SetVec("p1", width, height);
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shader.SetVec("p2", -1, -1);
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shader.SetTexture("WorldTexture", Game.Renderer.WorldBufferSnapshot());
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shader.SetTexture("VortexTexture", vortexSheet.GetTexture());
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shader.PrepareRender();
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foreach (var (pos, frame) in vortices)
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{
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shader.SetVec("Pos", pos.X, pos.Y);
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renderer.DrawBatch(vortexBuffer, shader, 6 * frame, 6, PrimitiveType.TriangleList);
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}
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vortices.Clear();
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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vortexSheet.Dispose();
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vortexBuffer.Dispose();
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}
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}
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}
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