Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
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// 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;
}
}