Files
OpenRA/OpenRA.Mods.Cnc/Traits/World/ChronoVortexRenderer.cs
2025-03-29 13:58:24 +00:00

116 lines
3.7 KiB
C#

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