Terraria 1.3.5.3 Source Code
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Graphics/Shaders/ArmorShaderData.cs
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Graphics/Shaders/ArmorShaderData.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Graphics.Shaders.ArmorShaderData
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// Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null
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// MVID: 68659D26-2BE6-448F-8663-74FA559E6F08
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using Terraria.DataStructures;
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namespace Terraria.Graphics.Shaders
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{
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public class ArmorShaderData : ShaderData
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{
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private Vector3 _uColor = Vector3.One;
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private Vector3 _uSecondaryColor = Vector3.One;
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private float _uSaturation = 1f;
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private float _uOpacity = 1f;
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private Ref<Texture2D> _uImage;
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public ArmorShaderData(Ref<Effect> shader, string passName)
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: base(shader, passName)
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{
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}
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public virtual void Apply(Entity entity, DrawData? drawData = null)
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{
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this.Shader.Parameters["uColor"].SetValue(this._uColor);
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this.Shader.Parameters["uSaturation"].SetValue(this._uSaturation);
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this.Shader.Parameters["uSecondaryColor"].SetValue(this._uSecondaryColor);
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this.Shader.Parameters["uTime"].SetValue(Main.GlobalTime);
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this.Shader.Parameters["uOpacity"].SetValue(this._uOpacity);
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if (drawData.HasValue)
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{
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DrawData drawData1 = drawData.Value;
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this.Shader.Parameters["uSourceRect"].SetValue(!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));
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this.Shader.Parameters["uWorldPosition"].SetValue(Main.screenPosition + drawData1.position);
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this.Shader.Parameters["uImageSize0"].SetValue(new Vector2((float) drawData1.texture.Width, (float) drawData1.texture.Height));
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this.Shader.Parameters["uRotation"].SetValue(drawData1.rotation * (drawData1.effect.HasFlag((Enum) SpriteEffects.FlipHorizontally) ? -1f : 1f));
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this.Shader.Parameters["uDirection"].SetValue(drawData1.effect.HasFlag((Enum) SpriteEffects.FlipHorizontally) ? -1 : 1);
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}
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else
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{
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this.Shader.Parameters["uSourceRect"].SetValue(new Vector4(0.0f, 0.0f, 4f, 4f));
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this.Shader.Parameters["uRotation"].SetValue(0.0f);
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}
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if (this._uImage != null)
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{
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Main.graphics.GraphicsDevice.Textures[1] = (Texture) this._uImage.Value;
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this.Shader.Parameters["uImageSize1"].SetValue(new Vector2((float) this._uImage.Value.Width, (float) this._uImage.Value.Height));
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}
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if (entity != null)
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this.Shader.Parameters["uDirection"].SetValue((float) entity.direction);
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this.Apply();
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}
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public ArmorShaderData UseColor(float r, float g, float b) => this.UseColor(new Vector3(r, g, b));
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public ArmorShaderData UseColor(Color color) => this.UseColor(color.ToVector3());
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public ArmorShaderData UseColor(Vector3 color)
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{
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this._uColor = color;
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return this;
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}
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public ArmorShaderData UseImage(string path)
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{
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this._uImage = TextureManager.AsyncLoad(path);
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return this;
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}
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public ArmorShaderData UseOpacity(float alpha)
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{
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this._uOpacity = alpha;
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return this;
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}
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public ArmorShaderData UseSecondaryColor(float r, float g, float b) => this.UseSecondaryColor(new Vector3(r, g, b));
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public ArmorShaderData UseSecondaryColor(Color color) => this.UseSecondaryColor(color.ToVector3());
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public ArmorShaderData UseSecondaryColor(Vector3 color)
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{
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this._uSecondaryColor = color;
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return this;
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}
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public ArmorShaderData UseSaturation(float saturation)
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{
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this._uSaturation = saturation;
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return this;
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}
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public virtual ArmorShaderData GetSecondaryShader(Entity entity) => this;
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}
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}
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