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OpenRA/OpenRA.Mods.D2k/Traits/World/SonicBlastRenderer.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

96 lines
2.7 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.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Renders sonic blasts")]
public class SonicBlastRendererInfo : TraitInfo
{
[Desc("Diameter of the sonic effect circle.")]
public readonly int Size = 16;
[Desc("Amount to scale the visuals within the effect circle.")]
public readonly float Zoom = 2.5f;
public override object Create(ActorInitializer init) { return new SonicBlastRenderer(this); }
}
public sealed class SonicBlastRenderer : IRenderPostProcessPass, INotifyActorDisposing
{
public readonly SonicBlastRendererInfo Info;
readonly Renderer renderer;
readonly IShader shader;
readonly IVertexBuffer<RenderPostProcessPassTexturedVertex> buffer;
readonly List<float3> positions = [];
public SonicBlastRenderer(SonicBlastRendererInfo info)
{
Info = info;
renderer = Game.Renderer;
shader = renderer.CreateShader(new RenderPostProcessPassTexturedShaderBindings("sonic"));
var r = 0.5f * info.Size;
shader.SetVec("Scale", r * (1f / info.Zoom - 1));
var vertices = new RenderPostProcessPassTexturedVertex[]
{
new(-r, -r, -1, -1),
new(r, -r, 1, -1),
new(r, r, 1, 1),
new(r, r, 1, 1),
new(-r, r, -1, 1),
new(-r, -r, -1, -1)
};
buffer = renderer.CreateVertexBuffer(vertices, false);
}
public void Draw(float3 pos)
{
positions.Add(pos);
}
PostProcessPassType IRenderPostProcessPass.Type => PostProcessPassType.AfterWorld;
bool IRenderPostProcessPass.Enabled => positions.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("SourceTexture", Game.Renderer.GetRenderBufferSnapshot());
shader.PrepareRender();
foreach (var pos in positions)
{
shader.SetVec("Pos", pos.X, pos.Y);
renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList);
}
positions.Clear();
}
void INotifyActorDisposing.Disposing(Actor self)
{
buffer.Dispose();
}
}
}