154 lines
6 KiB
Text
154 lines
6 KiB
Text
// shaders stuff
|
|
|
|
extend Class SWWMHandler
|
|
{
|
|
static clearscope void ClearAllShaders( PlayerInfo p, bool noscope = false )
|
|
{
|
|
Shader.SetEnabled(p,"WaterWarp",false);
|
|
Shader.SetEnabled(p,"LavaWarp",false);
|
|
Shader.SetEnabled(p,"SlimeWarp",false);
|
|
Shader.SetEnabled(p,"ZoomBlur",false);
|
|
if ( !noscope ) Shader.SetEnabled(p,"SilverScope",false);
|
|
Shader.SetEnabled(p,"BarrierShader",false);
|
|
Shader.SetEnabled(p,"GhostShader",false);
|
|
Shader.SetEnabled(p,"InvinciShader",false);
|
|
Shader.SetEnabled(p,"RagekitShader",false);
|
|
Shader.SetEnabled(p,"DevastationShader",false);
|
|
Shader.SetEnabled(p,"DivineShader",false);
|
|
Shader.SetEnabled(p,"Glitch",false);
|
|
Shader.SetEnabled(p,"Grain",false);
|
|
}
|
|
|
|
private ui void RenderShaders( RenderEvent e )
|
|
{
|
|
PlayerInfo p = players[consoleplayer];
|
|
let mo = p.mo;
|
|
bool pc = (p.camera == mo);
|
|
if ( !mo || !swwm_shaders || !pc )
|
|
{
|
|
if ( !swwm_shaders ) ClearAllShaders(p,true);
|
|
return;
|
|
}
|
|
let divi = DivineSpriteEffect(mo.FindInventory("DivineSpriteEffect"));
|
|
if ( divi )
|
|
{
|
|
Shader.SetEnabled(p,"DivineShader",true);
|
|
Shader.SetUniform1f(p,"DivineShader","timer",(gametic+e.FracTic)/GameTicRate);
|
|
double str = clamp((divi.AlphInter.GetValue()-1000.)/6000.,0.,1.)**2.;
|
|
Shader.SetUniform1f(p,"DivineShader","str",str);
|
|
}
|
|
else Shader.SetEnabled(p,"DevastationShader",false);
|
|
let deva = AngeryPower(mo.FindInventory("AngeryPower"));
|
|
if ( deva )
|
|
{
|
|
Shader.SetEnabled(p,"DevastationShader",true);
|
|
Shader.SetUniform1f(p,"DevastationShader","timer",(gametic+e.FracTic)/GameTicRate);
|
|
double xstrastr = 1.+max(0,deva.lastpulse-(gametic+e.Fractic))/35.;
|
|
Shader.SetUniform1f(p,"DevastationShader","xtrastr",xstrastr**2.);
|
|
}
|
|
else Shader.SetEnabled(p,"DevastationShader",false);
|
|
let rage = RagekitPower(mo.FindInventory("RagekitPower"));
|
|
if ( rage )
|
|
{
|
|
Shader.SetEnabled(p,"RagekitShader",true);
|
|
Shader.SetUniform1f(p,"RagekitShader","timer",(gametic+e.FracTic)/GameTicRate);
|
|
double xstrastr = 1.+max(0,rage.lastpulse-(gametic+e.Fractic))/35.;
|
|
Shader.SetUniform1f(p,"RagekitShader","xtrastr",xstrastr**2.);
|
|
}
|
|
else Shader.SetEnabled(p,"RagekitShader",false);
|
|
let ghost = GhostPower(mo.FindInventory("GhostPower"));
|
|
if ( ghost ) Shader.SetEnabled(p,"GhostShader",true);
|
|
else Shader.SetEnabled(p,"GhostShader",false);
|
|
let sunny = InvinciballPower(mo.FindInventory("InvinciballPower"));
|
|
if ( sunny )
|
|
{
|
|
Shader.SetEnabled(p,"InvinciShader",true);
|
|
double str = max(0,sunny.lastpulse-(gametic+e.Fractic))/35.;
|
|
Shader.SetUniform1f(p,"InvinciShader","str",str);
|
|
}
|
|
else Shader.SetEnabled(p,"InvinciShader",false);
|
|
let coat = BarrierPower(mo.FindInventory("BarrierPower"));
|
|
if ( coat )
|
|
{
|
|
Shader.SetEnabled(p,"BarrierShader",true);
|
|
Shader.SetUniform1f(p,"BarrierShader","timer",(gametic+e.FracTic)/GameTicRate);
|
|
}
|
|
else Shader.SetEnabled(p,"BarrierShader",false);
|
|
if ( !(mo is 'Demolitionist') )
|
|
{
|
|
Shader.SetEnabled(p,"WaterWarp",false);
|
|
Shader.SetEnabled(p,"LavaWarp",false);
|
|
Shader.SetEnabled(p,"SlimeWarp",false);
|
|
Shader.SetEnabled(p,"Glitch",false);
|
|
Shader.SetEnabled(p,"Grain",false);
|
|
Shader.SetEnabled(p,"ZoomBlur",false);
|
|
return;
|
|
}
|
|
let demo = Demolitionist(mo);
|
|
if ( demo.lastunder == Demolitionist.UNDER_WATER )
|
|
{
|
|
Shader.SetEnabled(p,"WaterWarp",true);
|
|
Shader.SetUniform1f(p,"WaterWarp","timer",(gametic+e.FracTic)/GameTicRate);
|
|
Shader.SetUniform1f(p,"WaterWarp","dfact",coat?.25:1.);
|
|
Shader.SetUniform3f(p,"WaterWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
|
|
|
|
}
|
|
else Shader.SetEnabled(p,"WaterWarp",false);
|
|
if ( demo.lastunder == Demolitionist.UNDER_LAVA )
|
|
{
|
|
Shader.SetEnabled(p,"LavaWarp",true);
|
|
Shader.SetUniform1f(p,"LavaWarp","timer",(gametic+e.FracTic)/GameTicRate);
|
|
Shader.SetUniform1f(p,"LavaWarp","dfact",coat?.25:1.);
|
|
Shader.SetUniform3f(p,"LavaWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
|
|
}
|
|
else Shader.SetEnabled(p,"LavaWarp",false);
|
|
if ( demo.lastunder == Demolitionist.UNDER_SLIME )
|
|
{
|
|
Shader.SetEnabled(p,"SlimeWarp",true);
|
|
Shader.SetUniform1f(p,"SlimeWarp","timer",(gametic+e.FracTic)/GameTicRate);
|
|
Shader.SetUniform1f(p,"SlimeWarp","dfact",coat?.25:1.);
|
|
Shader.SetUniform3f(p,"SlimeWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
|
|
}
|
|
else Shader.SetEnabled(p,"SlimeWarp",false);
|
|
int lastdmg = (demo.Health>0)?demo.lastdamage:Random[Flicker](60,80);
|
|
int lastdmgtic = (demo.Health>0)?demo.lastdamagetic:(gametic+Random[Flicker](30,20));
|
|
double noiz = min(lastdmg*.09*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.5);
|
|
Shader.SetEnabled(p,"Glitch",noiz>0);
|
|
Shader.SetEnabled(p,"Grain",noiz>0);
|
|
if ( noiz > 0 )
|
|
{
|
|
Shader.SetUniform1f(p,"Glitch","Timer",(gametic+e.FracTic)/GameTicRate);
|
|
Shader.SetUniform1f(p,"Grain","Timer",(gametic+e.FracTic)/GameTicRate);
|
|
Shader.SetUniform1f(p,"Grain","ni",noiz);
|
|
noiz = min(lastdmg*.08*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.8);
|
|
Shader.SetUniform1f(p,"Glitch","str1",noiz);
|
|
noiz = min(lastdmg*.03*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),3.5);
|
|
Shader.SetUniform1f(p,"Glitch","str2",noiz);
|
|
}
|
|
if ( !demo.InStateSequence(demo.CurState,demo.FindState("Dash")) )
|
|
{
|
|
Shader.SetEnabled(p,"ZoomBlur",false);
|
|
return;
|
|
}
|
|
Shader.SetEnabled(p,"ZoomBlur",true);
|
|
Vector3 vel = demo.vel+demo.dashdir*demo.dashboost;
|
|
double baumpu = max(0.,(demo.bumptic-(gametic+e.Fractic))/35.);
|
|
vel += demo.dashdir*baumpu;
|
|
double spd = vel.length();
|
|
Vector3 worlddir = vel/spd;
|
|
Shader.SetUniform1f(p,"ZoomBlur","Fade",clamp((spd-20.)/60.,0.,1.));
|
|
double str = min(spd/40.,15.);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = swwm_CoordUtil.GetAxes(e.ViewPitch,e.ViewAngle,e.ViewRoll);
|
|
Vector3 reldir = (worlddir dot y, worlddir dot z, worlddir dot x);
|
|
Vector2 centerspot = (.5+reldir.x*.5,.5+reldir.y*.5);
|
|
if ( reldir.z < 0 )
|
|
{
|
|
centerspot.x = 1.-centerspot.x;
|
|
centerspot.y = 1.-centerspot.y;
|
|
str *= -1;
|
|
}
|
|
Shader.SetUniform1f(p,"ZoomBlur","Str",str);
|
|
Shader.SetUniform2f(p,"ZoomBlur","CenterSpot",centerspot);
|
|
}
|
|
}
|