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

138 lines
5.1 KiB
C#

// 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;
}
}
}