terraria-source-code/Graphics/Shaders/ArmorShaderData.cs
2021-10-26 12:45:26 -04:00

118 lines
4.9 KiB
C#

// 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;
}
}