Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
96 lines
2.7 KiB
C#
96 lines
2.7 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.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Renders sonic blasts")]
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public class SonicBlastRendererInfo : TraitInfo
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{
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[Desc("Diameter of the sonic effect circle.")]
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public readonly int Size = 16;
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[Desc("Amount to scale the visuals within the effect circle.")]
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public readonly float Zoom = 2.5f;
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public override object Create(ActorInitializer init) { return new SonicBlastRenderer(this); }
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}
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public sealed class SonicBlastRenderer : IRenderPostProcessPass, INotifyActorDisposing
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{
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public readonly SonicBlastRendererInfo Info;
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readonly Renderer renderer;
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readonly IShader shader;
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readonly IVertexBuffer<RenderPostProcessPassTexturedVertex> buffer;
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readonly List<float3> positions = [];
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public SonicBlastRenderer(SonicBlastRendererInfo info)
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{
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Info = info;
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renderer = Game.Renderer;
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shader = renderer.CreateShader(new RenderPostProcessPassTexturedShaderBindings("sonic"));
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var r = 0.5f * info.Size;
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shader.SetVec("Scale", r * (1f / info.Zoom - 1));
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var vertices = new RenderPostProcessPassTexturedVertex[]
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{
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new(-r, -r, -1, -1),
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new(r, -r, 1, -1),
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new(r, r, 1, 1),
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new(r, r, 1, 1),
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new(-r, r, -1, 1),
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new(-r, -r, -1, -1)
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};
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buffer = renderer.CreateVertexBuffer(vertices, false);
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}
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public void Draw(float3 pos)
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{
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positions.Add(pos);
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}
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PostProcessPassType IRenderPostProcessPass.Type => PostProcessPassType.AfterWorld;
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bool IRenderPostProcessPass.Enabled => positions.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("SourceTexture", Game.Renderer.GetRenderBufferSnapshot());
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shader.PrepareRender();
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foreach (var pos in positions)
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{
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shader.SetVec("Pos", pos.X, pos.Y);
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renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList);
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}
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positions.Clear();
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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buffer.Dispose();
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}
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}
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}
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