Terraria 1.4.0.5 Source Code

This commit is contained in:
MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
commit 05205f009e
1059 changed files with 563450 additions and 0 deletions

View file

@ -0,0 +1,118 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.ArmorShaderData
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
using System;
using Terraria.DataStructures;
namespace Terraria.Graphics.Shaders
{
public class ArmorShaderData : ShaderData
{
private Vector3 _uColor = Vector3.One;
private Vector3 _uSecondaryColor = Vector3.One;
private float _uSaturation = 1f;
private float _uOpacity = 1f;
private Asset<Texture2D> _uImage;
private Vector2 _uTargetPosition = Vector2.One;
public ArmorShaderData(Ref<Effect> shader, string passName)
: base(shader, passName)
{
}
public virtual void Apply(Entity entity, DrawData? drawData = null)
{
this.Shader.Parameters["uColor"].SetValue(this._uColor);
this.Shader.Parameters["uSaturation"].SetValue(this._uSaturation);
this.Shader.Parameters["uSecondaryColor"].SetValue(this._uSecondaryColor);
this.Shader.Parameters["uTime"].SetValue(Main.GlobalTimeWrappedHourly);
this.Shader.Parameters["uOpacity"].SetValue(this._uOpacity);
this.Shader.Parameters["uTargetPosition"].SetValue(this._uTargetPosition);
if (drawData.HasValue)
{
DrawData drawData1 = drawData.Value;
Vector4 vector4 = !drawData1.sourceRect.HasValue ? new Vector4(0.0f, 0.0f, (float) drawData1.texture.Width, (float) drawData1.texture.Height) : new Vector4((float) drawData1.sourceRect.Value.X, (float) drawData1.sourceRect.Value.Y, (float) drawData1.sourceRect.Value.Width, (float) drawData1.sourceRect.Value.Height);
this.Shader.Parameters["uSourceRect"].SetValue(vector4);
this.Shader.Parameters["uLegacyArmorSourceRect"].SetValue(vector4);
this.Shader.Parameters["uWorldPosition"].SetValue(Main.screenPosition + drawData1.position);
this.Shader.Parameters["uImageSize0"].SetValue(new Vector2((float) drawData1.texture.Width, (float) drawData1.texture.Height));
this.Shader.Parameters["uLegacyArmorSheetSize"].SetValue(new Vector2((float) drawData1.texture.Width, (float) drawData1.texture.Height));
this.Shader.Parameters["uRotation"].SetValue(drawData1.rotation * (drawData1.effect.HasFlag((Enum) SpriteEffects.FlipHorizontally) ? -1f : 1f));
this.Shader.Parameters["uDirection"].SetValue(drawData1.effect.HasFlag((Enum) SpriteEffects.FlipHorizontally) ? -1 : 1);
}
else
{
Vector4 vector4 = new Vector4(0.0f, 0.0f, 4f, 4f);
this.Shader.Parameters["uSourceRect"].SetValue(vector4);
this.Shader.Parameters["uLegacyArmorSourceRect"].SetValue(vector4);
this.Shader.Parameters["uRotation"].SetValue(0.0f);
}
if (this._uImage != null)
{
Main.graphics.GraphicsDevice.Textures[1] = (Texture) this._uImage.Value;
this.Shader.Parameters["uImageSize1"].SetValue(new Vector2((float) this._uImage.Width(), (float) this._uImage.Height()));
}
if (entity != null)
this.Shader.Parameters["uDirection"].SetValue((float) entity.direction);
if (entity is Player player)
{
Rectangle bodyFrame = player.bodyFrame;
this.Shader.Parameters["uLegacyArmorSourceRect"].SetValue(new Vector4((float) bodyFrame.X, (float) bodyFrame.Y, (float) bodyFrame.Width, (float) bodyFrame.Height));
this.Shader.Parameters["uLegacyArmorSheetSize"].SetValue(new Vector2(40f, 1120f));
}
this.Apply();
}
public ArmorShaderData UseColor(float r, float g, float b) => this.UseColor(new Vector3(r, g, b));
public ArmorShaderData UseColor(Color color) => this.UseColor(color.ToVector3());
public ArmorShaderData UseColor(Vector3 color)
{
this._uColor = color;
return this;
}
public ArmorShaderData UseImage(string path)
{
this._uImage = Main.Assets.Request<Texture2D>(path, (AssetRequestMode) 1);
return this;
}
public ArmorShaderData UseOpacity(float alpha)
{
this._uOpacity = alpha;
return this;
}
public ArmorShaderData UseTargetPosition(Vector2 position)
{
this._uTargetPosition = position;
return this;
}
public ArmorShaderData UseSecondaryColor(float r, float g, float b) => this.UseSecondaryColor(new Vector3(r, g, b));
public ArmorShaderData UseSecondaryColor(Color color) => this.UseSecondaryColor(color.ToVector3());
public ArmorShaderData UseSecondaryColor(Vector3 color)
{
this._uSecondaryColor = color;
return this;
}
public ArmorShaderData UseSaturation(float saturation)
{
this._uSaturation = saturation;
return this;
}
public virtual ArmorShaderData GetSecondaryShader(Entity entity) => this;
}
}

View file

@ -0,0 +1,47 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.ArmorShaderDataSet
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using System.Collections.Generic;
using Terraria.DataStructures;
namespace Terraria.Graphics.Shaders
{
public class ArmorShaderDataSet
{
protected List<ArmorShaderData> _shaderData = new List<ArmorShaderData>();
protected Dictionary<int, int> _shaderLookupDictionary = new Dictionary<int, int>();
protected int _shaderDataCount;
public T BindShader<T>(int itemId, T shaderData) where T : ArmorShaderData
{
this._shaderLookupDictionary[itemId] = ++this._shaderDataCount;
this._shaderData.Add((ArmorShaderData) shaderData);
return shaderData;
}
public void Apply(int shaderId, Entity entity, DrawData? drawData = null)
{
if (shaderId >= 1 && shaderId <= this._shaderDataCount)
this._shaderData[shaderId - 1].Apply(entity, drawData);
else
Main.pixelShader.CurrentTechnique.Passes[0].Apply();
}
public void ApplySecondary(int shaderId, Entity entity, DrawData? drawData = null)
{
if (shaderId >= 1 && shaderId <= this._shaderDataCount)
this._shaderData[shaderId - 1].GetSecondaryShader(entity).Apply(entity, drawData);
else
Main.pixelShader.CurrentTechnique.Passes[0].Apply();
}
public ArmorShaderData GetShaderFromItemId(int type) => this._shaderLookupDictionary.ContainsKey(type) ? this._shaderData[this._shaderLookupDictionary[type] - 1] : (ArmorShaderData) null;
public int GetShaderIdFromItemId(int type) => this._shaderLookupDictionary.ContainsKey(type) ? this._shaderLookupDictionary[type] : 0;
public ArmorShaderData GetSecondaryShader(int id, Player player) => id != 0 && id <= this._shaderDataCount && this._shaderData[id - 1] != null ? this._shaderData[id - 1].GetSecondaryShader((Entity) player) : (ArmorShaderData) null;
}
}

View file

@ -0,0 +1,17 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.GameShaders
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using System.Collections.Generic;
namespace Terraria.Graphics.Shaders
{
public class GameShaders
{
public static ArmorShaderDataSet Armor = new ArmorShaderDataSet();
public static HairShaderDataSet Hair = new HairShaderDataSet();
public static Dictionary<string, MiscShaderData> Misc = new Dictionary<string, MiscShaderData>();
}
}

View file

@ -0,0 +1,106 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.HairShaderData
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
using Terraria.DataStructures;
namespace Terraria.Graphics.Shaders
{
public class HairShaderData : ShaderData
{
protected Vector3 _uColor = Vector3.One;
protected Vector3 _uSecondaryColor = Vector3.One;
protected float _uSaturation = 1f;
protected float _uOpacity = 1f;
protected Asset<Texture2D> _uImage;
protected bool _shaderDisabled;
private Vector2 _uTargetPosition = Vector2.One;
public bool ShaderDisabled => this._shaderDisabled;
public HairShaderData(Ref<Effect> shader, string passName)
: base(shader, passName)
{
}
public virtual void Apply(Player player, DrawData? drawData = null)
{
if (this._shaderDisabled)
return;
this.Shader.Parameters["uColor"].SetValue(this._uColor);
this.Shader.Parameters["uSaturation"].SetValue(this._uSaturation);
this.Shader.Parameters["uSecondaryColor"].SetValue(this._uSecondaryColor);
this.Shader.Parameters["uTime"].SetValue(Main.GlobalTimeWrappedHourly);
this.Shader.Parameters["uOpacity"].SetValue(this._uOpacity);
this.Shader.Parameters["uTargetPosition"].SetValue(this._uTargetPosition);
if (drawData.HasValue)
{
DrawData drawData1 = drawData.Value;
this.Shader.Parameters["uSourceRect"].SetValue(new Vector4((float) drawData1.sourceRect.Value.X, (float) drawData1.sourceRect.Value.Y, (float) drawData1.sourceRect.Value.Width, (float) drawData1.sourceRect.Value.Height));
this.Shader.Parameters["uWorldPosition"].SetValue(Main.screenPosition + drawData1.position);
this.Shader.Parameters["uImageSize0"].SetValue(new Vector2((float) drawData1.texture.Width, (float) drawData1.texture.Height));
}
else
this.Shader.Parameters["uSourceRect"].SetValue(new Vector4(0.0f, 0.0f, 4f, 4f));
if (this._uImage != null)
{
Main.graphics.GraphicsDevice.Textures[1] = (Texture) this._uImage.Value;
this.Shader.Parameters["uImageSize1"].SetValue(new Vector2((float) this._uImage.Width(), (float) this._uImage.Height()));
}
if (player != null)
this.Shader.Parameters["uDirection"].SetValue((float) player.direction);
this.Apply();
}
public virtual Color GetColor(Player player, Color lightColor) => new Color(lightColor.ToVector4() * player.hairColor.ToVector4());
public HairShaderData UseColor(float r, float g, float b) => this.UseColor(new Vector3(r, g, b));
public HairShaderData UseColor(Color color) => this.UseColor(color.ToVector3());
public HairShaderData UseColor(Vector3 color)
{
this._uColor = color;
return this;
}
public HairShaderData UseImage(string path)
{
this._uImage = Main.Assets.Request<Texture2D>(path, (AssetRequestMode) 1);
return this;
}
public HairShaderData UseOpacity(float alpha)
{
this._uOpacity = alpha;
return this;
}
public HairShaderData UseSecondaryColor(float r, float g, float b) => this.UseSecondaryColor(new Vector3(r, g, b));
public HairShaderData UseSecondaryColor(Color color) => this.UseSecondaryColor(color.ToVector3());
public HairShaderData UseSecondaryColor(Vector3 color)
{
this._uSecondaryColor = color;
return this;
}
public HairShaderData UseSaturation(float saturation)
{
this._uSaturation = saturation;
return this;
}
public HairShaderData UseTargetPosition(Vector2 position)
{
this._uTargetPosition = position;
return this;
}
}
}

View file

@ -0,0 +1,43 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.HairShaderDataSet
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using Terraria.DataStructures;
namespace Terraria.Graphics.Shaders
{
public class HairShaderDataSet
{
protected List<HairShaderData> _shaderData = new List<HairShaderData>();
protected Dictionary<int, short> _shaderLookupDictionary = new Dictionary<int, short>();
protected byte _shaderDataCount;
public T BindShader<T>(int itemId, T shaderData) where T : HairShaderData
{
if (this._shaderDataCount == byte.MaxValue)
throw new Exception("Too many shaders bound.");
this._shaderLookupDictionary[itemId] = (short) ++this._shaderDataCount;
this._shaderData.Add((HairShaderData) shaderData);
return shaderData;
}
public void Apply(short shaderId, Player player, DrawData? drawData = null)
{
if (shaderId != (short) 0 && (int) shaderId <= (int) this._shaderDataCount)
this._shaderData[(int) shaderId - 1].Apply(player, drawData);
else
Main.pixelShader.CurrentTechnique.Passes[0].Apply();
}
public Color GetColor(short shaderId, Player player, Color lightColor) => shaderId != (short) 0 && (int) shaderId <= (int) this._shaderDataCount ? this._shaderData[(int) shaderId - 1].GetColor(player, lightColor) : new Color(lightColor.ToVector4() * player.hairColor.ToVector4());
public HairShaderData GetShaderFromItemId(int type) => this._shaderLookupDictionary.ContainsKey(type) ? this._shaderData[(int) this._shaderLookupDictionary[type] - 1] : (HairShaderData) null;
public short GetShaderIdFromItemId(int type) => this._shaderLookupDictionary.ContainsKey(type) ? this._shaderLookupDictionary[type] : (short) -1;
}
}

View file

@ -0,0 +1,138 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.MiscShaderData
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
using Terraria.DataStructures;
namespace Terraria.Graphics.Shaders
{
public class MiscShaderData : ShaderData
{
private Vector3 _uColor = Vector3.One;
private Vector3 _uSecondaryColor = Vector3.One;
private float _uSaturation = 1f;
private float _uOpacity = 1f;
private Asset<Texture2D> _uImage0;
private Asset<Texture2D> _uImage1;
private Asset<Texture2D> _uImage2;
private bool _useProjectionMatrix;
private Vector4 _shaderSpecificData = Vector4.Zero;
public MiscShaderData(Ref<Effect> shader, string passName)
: base(shader, passName)
{
}
public virtual void Apply(DrawData? drawData = null)
{
this.Shader.Parameters["uColor"].SetValue(this._uColor);
this.Shader.Parameters["uSaturation"].SetValue(this._uSaturation);
this.Shader.Parameters["uSecondaryColor"].SetValue(this._uSecondaryColor);
this.Shader.Parameters["uTime"].SetValue(Main.GlobalTimeWrappedHourly);
this.Shader.Parameters["uOpacity"].SetValue(this._uOpacity);
this.Shader.Parameters["uShaderSpecificData"].SetValue(this._shaderSpecificData);
if (drawData.HasValue)
{
DrawData drawData1 = drawData.Value;
Vector4 vector4 = Vector4.Zero;
if (drawData.Value.sourceRect.HasValue)
vector4 = new Vector4((float) drawData1.sourceRect.Value.X, (float) drawData1.sourceRect.Value.Y, (float) drawData1.sourceRect.Value.Width, (float) drawData1.sourceRect.Value.Height);
this.Shader.Parameters["uSourceRect"].SetValue(vector4);
this.Shader.Parameters["uWorldPosition"].SetValue(Main.screenPosition + drawData1.position);
this.Shader.Parameters["uImageSize0"].SetValue(new Vector2((float) drawData1.texture.Width, (float) drawData1.texture.Height));
}
else
this.Shader.Parameters["uSourceRect"].SetValue(new Vector4(0.0f, 0.0f, 4f, 4f));
if (this._uImage0 != null)
{
Main.graphics.GraphicsDevice.Textures[0] = (Texture) this._uImage0.Value;
Main.graphics.GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
this.Shader.Parameters["uImageSize0"].SetValue(new Vector2((float) this._uImage0.Width(), (float) this._uImage0.Height()));
}
if (this._uImage1 != null)
{
Main.graphics.GraphicsDevice.Textures[1] = (Texture) this._uImage1.Value;
Main.graphics.GraphicsDevice.SamplerStates[1] = SamplerState.LinearWrap;
this.Shader.Parameters["uImageSize1"].SetValue(new Vector2((float) this._uImage1.Width(), (float) this._uImage1.Height()));
}
if (this._uImage2 != null)
{
Main.graphics.GraphicsDevice.Textures[2] = (Texture) this._uImage2.Value;
Main.graphics.GraphicsDevice.SamplerStates[2] = SamplerState.LinearWrap;
this.Shader.Parameters["uImageSize2"].SetValue(new Vector2((float) this._uImage2.Width(), (float) this._uImage2.Height()));
}
if (this._useProjectionMatrix)
this.Shader.Parameters["uMatrixTransform0"].SetValue(Main.GameViewMatrix.NormalizedTransformationmatrix);
this.Apply();
}
public MiscShaderData UseColor(float r, float g, float b) => this.UseColor(new Vector3(r, g, b));
public MiscShaderData UseColor(Color color) => this.UseColor(color.ToVector3());
public MiscShaderData UseColor(Vector3 color)
{
this._uColor = color;
return this;
}
public MiscShaderData UseImage0(string path)
{
this._uImage0 = Main.Assets.Request<Texture2D>(path, (AssetRequestMode) 1);
return this;
}
public MiscShaderData UseImage1(string path)
{
this._uImage1 = Main.Assets.Request<Texture2D>(path, (AssetRequestMode) 1);
return this;
}
public MiscShaderData UseImage2(string path)
{
this._uImage2 = Main.Assets.Request<Texture2D>(path, (AssetRequestMode) 1);
return this;
}
public MiscShaderData UseOpacity(float alpha)
{
this._uOpacity = alpha;
return this;
}
public MiscShaderData UseSecondaryColor(float r, float g, float b) => this.UseSecondaryColor(new Vector3(r, g, b));
public MiscShaderData UseSecondaryColor(Color color) => this.UseSecondaryColor(color.ToVector3());
public MiscShaderData UseSecondaryColor(Vector3 color)
{
this._uSecondaryColor = color;
return this;
}
public MiscShaderData UseProjectionMatrix(bool doUse)
{
this._useProjectionMatrix = doUse;
return this;
}
public MiscShaderData UseSaturation(float saturation)
{
this._uSaturation = saturation;
return this;
}
public virtual MiscShaderData GetSecondaryShader(Entity entity) => this;
public MiscShaderData UseShaderSpecificData(Vector4 specificData)
{
this._shaderSpecificData = specificData;
return this;
}
}
}

View file

@ -0,0 +1,179 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.ScreenShaderData
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
namespace Terraria.Graphics.Shaders
{
public class ScreenShaderData : ShaderData
{
private Vector3 _uColor = Vector3.One;
private Vector3 _uSecondaryColor = Vector3.One;
private float _uOpacity = 1f;
private float _globalOpacity = 1f;
private float _uIntensity = 1f;
private Vector2 _uTargetPosition = Vector2.One;
private Vector2 _uDirection = new Vector2(0.0f, 1f);
private float _uProgress;
private Vector2 _uImageOffset = Vector2.Zero;
private Asset<Texture2D>[] _uAssetImages = new Asset<Texture2D>[3];
private Texture2D[] _uCustomImages = new Texture2D[3];
private SamplerState[] _samplerStates = new SamplerState[3];
private Vector2[] _imageScales = new Vector2[3]
{
Vector2.One,
Vector2.One,
Vector2.One
};
public float Intensity => this._uIntensity;
public float CombinedOpacity => this._uOpacity * this._globalOpacity;
public ScreenShaderData(string passName)
: base(Main.ScreenShaderRef, passName)
{
}
public ScreenShaderData(Ref<Effect> shader, string passName)
: base(shader, passName)
{
}
public virtual void Update(GameTime gameTime)
{
}
public override void Apply()
{
Vector2 vector2_1 = new Vector2((float) Main.offScreenRange, (float) Main.offScreenRange);
Vector2 vector2_2 = new Vector2((float) Main.screenWidth, (float) Main.screenHeight) / Main.GameViewMatrix.Zoom;
Vector2 vector2_3 = new Vector2((float) Main.screenWidth, (float) Main.screenHeight) * 0.5f;
Vector2 vector2_4 = Main.screenPosition + vector2_3 * (Vector2.One - Vector2.One / Main.GameViewMatrix.Zoom);
this.Shader.Parameters["uColor"].SetValue(this._uColor);
this.Shader.Parameters["uOpacity"].SetValue(this.CombinedOpacity);
this.Shader.Parameters["uSecondaryColor"].SetValue(this._uSecondaryColor);
this.Shader.Parameters["uTime"].SetValue(Main.GlobalTimeWrappedHourly);
this.Shader.Parameters["uScreenResolution"].SetValue(vector2_2);
this.Shader.Parameters["uScreenPosition"].SetValue(vector2_4 - vector2_1);
this.Shader.Parameters["uTargetPosition"].SetValue(this._uTargetPosition - vector2_1);
this.Shader.Parameters["uImageOffset"].SetValue(this._uImageOffset);
this.Shader.Parameters["uIntensity"].SetValue(this._uIntensity);
this.Shader.Parameters["uProgress"].SetValue(this._uProgress);
this.Shader.Parameters["uDirection"].SetValue(this._uDirection);
this.Shader.Parameters["uZoom"].SetValue(Main.GameViewMatrix.Zoom);
for (int index = 0; index < this._uAssetImages.Length; ++index)
{
Texture2D uCustomImage = this._uCustomImages[index];
if (this._uAssetImages[index] != null && this._uAssetImages[index].IsLoaded)
uCustomImage = this._uAssetImages[index].Value;
if (uCustomImage != null)
{
Main.graphics.GraphicsDevice.Textures[index + 1] = (Texture) uCustomImage;
int width = uCustomImage.Width;
int height = uCustomImage.Height;
Main.graphics.GraphicsDevice.SamplerStates[index + 1] = this._samplerStates[index] == null ? (!Utils.IsPowerOfTwo(width) || !Utils.IsPowerOfTwo(height) ? SamplerState.AnisotropicClamp : SamplerState.LinearWrap) : this._samplerStates[index];
this.Shader.Parameters["uImageSize" + (object) (index + 1)].SetValue(new Vector2((float) width, (float) height) * this._imageScales[index]);
}
}
base.Apply();
}
public ScreenShaderData UseImageOffset(Vector2 offset)
{
this._uImageOffset = offset;
return this;
}
public ScreenShaderData UseIntensity(float intensity)
{
this._uIntensity = intensity;
return this;
}
public ScreenShaderData UseColor(float r, float g, float b) => this.UseColor(new Vector3(r, g, b));
public ScreenShaderData UseProgress(float progress)
{
this._uProgress = progress;
return this;
}
public ScreenShaderData UseImage(
Texture2D image,
int index = 0,
SamplerState samplerState = null)
{
this._samplerStates[index] = samplerState;
this._uAssetImages[index] = (Asset<Texture2D>) null;
this._uCustomImages[index] = image;
return this;
}
public ScreenShaderData UseImage(
string path,
int index = 0,
SamplerState samplerState = null)
{
this._uAssetImages[index] = Main.Assets.Request<Texture2D>(path, (AssetRequestMode) 1);
this._uCustomImages[index] = (Texture2D) null;
this._samplerStates[index] = samplerState;
return this;
}
public ScreenShaderData UseColor(Color color) => this.UseColor(color.ToVector3());
public ScreenShaderData UseColor(Vector3 color)
{
this._uColor = color;
return this;
}
public ScreenShaderData UseDirection(Vector2 direction)
{
this._uDirection = direction;
return this;
}
public ScreenShaderData UseGlobalOpacity(float opacity)
{
this._globalOpacity = opacity;
return this;
}
public ScreenShaderData UseTargetPosition(Vector2 position)
{
this._uTargetPosition = position;
return this;
}
public ScreenShaderData UseSecondaryColor(float r, float g, float b) => this.UseSecondaryColor(new Vector3(r, g, b));
public ScreenShaderData UseSecondaryColor(Color color) => this.UseSecondaryColor(color.ToVector3());
public ScreenShaderData UseSecondaryColor(Vector3 color)
{
this._uSecondaryColor = color;
return this;
}
public ScreenShaderData UseOpacity(float opacity)
{
this._uOpacity = opacity;
return this;
}
public ScreenShaderData UseImageScale(Vector2 scale, int index = 0)
{
this._imageScales[index] = scale;
return this;
}
public virtual ScreenShaderData GetSecondaryShader(Player player) => this;
}
}

View file

@ -0,0 +1,40 @@
// Decompiled with JetBrains decompiler
// Type: Terraria.Graphics.Shaders.ShaderData
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework.Graphics;
namespace Terraria.Graphics.Shaders
{
public class ShaderData
{
private readonly Ref<Effect> _shader;
private string _passName;
private EffectPass _effectPass;
public Effect Shader => this._shader != null ? this._shader.Value : (Effect) null;
public ShaderData(Ref<Effect> shader, string passName)
{
this._passName = passName;
this._shader = shader;
}
public void SwapProgram(string passName)
{
this._passName = passName;
if (passName == null)
return;
this._effectPass = this.Shader.CurrentTechnique.Passes[passName];
}
public virtual void Apply()
{
if (this._shader != null && this.Shader != null && this._passName != null)
this._effectPass = this.Shader.CurrentTechnique.Passes[this._passName];
this._effectPass.Apply();
}
}
}