hack hack hack
git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1165 993157c7-ee19-0410-b2c4-bb4e9862e678
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170
OpenRa.Game/Actor.cs
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170
OpenRa.Game/Actor.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using OpenRa.FileFormats;
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using BluntDirectX.Direct3D;
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using System.Windows.Forms;
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namespace OpenRa.Game
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{
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class Actor
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{
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public PointF location;
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public SheetRectangle<Sheet>[] currentImages;
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}
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class Tree : Actor
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{
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public Tree( TreeReference r, TreeRenderer renderer, Map map )
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{
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location = new PointF(24 * (r.X - map.XOffset), 24 * (r.Y - map.YOffset));
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currentImages = new SheetRectangle<Sheet>[] { renderer.GetImage( r.Image ) };
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}
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}
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class TreeRenderer
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{
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Dictionary<string, SheetRectangle<Sheet>> trees = new Dictionary<string, SheetRectangle<Sheet>>();
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public readonly Sheet sh;
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public TreeRenderer(GraphicsDevice device, Map map, Package package, Palette pal)
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{
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Size pageSize = new Size( 1024, 512 );
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List<Sheet> sheets = new List<Sheet>();
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Provider<Sheet> sheetProvider = delegate
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{
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Sheet sheet = new Sheet(new Bitmap(pageSize.Width, pageSize.Height));
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sheets.Add(sheet);
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return sheet;
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};
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TileSheetBuilder<Sheet> builder = new TileSheetBuilder<Sheet>(pageSize, sheetProvider);
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foreach (TreeReference r in map.Trees)
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{
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if (trees.ContainsKey( r.Image ))
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continue;
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ShpReader reader = new ShpReader(package.GetContent(r.Image + "." + map.Theater.Substring(0,3)));
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Bitmap bitmap = BitmapBuilder.FromBytes(reader[0].Image, reader.Width, reader.Height, pal);
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SheetRectangle<Sheet> rect = builder.AddImage(bitmap.Size);
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using (Graphics g = Graphics.FromImage(rect.sheet.bitmap))
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g.DrawImage(bitmap, rect.origin);
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trees.Add(r.Image, rect);
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}
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foreach (Sheet sheet in sheets)
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sheet.LoadTexture(device);
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sh = sheets[0];
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}
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public SheetRectangle<Sheet> GetImage( string tree )
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{
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return trees[tree];
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}
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}
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class World
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{
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const int spritesPerBatch = 1024;
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List<Actor> actors = new List<Actor>();
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FvfVertexBuffer<Vertex> vb;
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IndexBuffer ib;
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GraphicsDevice device;
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public World(GraphicsDevice device)
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{
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this.device = device;
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this.vb = new FvfVertexBuffer<Vertex>(device, spritesPerBatch * 4, Vertex.Format);
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this.ib = new IndexBuffer(device, spritesPerBatch * 6);
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}
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public void Add(Actor a)
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{
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actors.Add(a); //todo: protect from concurrent modification
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}
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// assumption: there is only one sheet!
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// some noob needs to fix this!
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// assumption: its not going to hurt, to draw *all* units.
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// in reality, 500 tanks is going to hurt our perf.
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public void Draw()
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{
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int sprites = 0;
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List<Vertex> vertices = new List<Vertex>();
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List<ushort> indices = new List<ushort>();
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foreach (Actor a in actors)
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{
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if (a.currentImages == null)
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continue;
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foreach (SheetRectangle<Sheet> image in a.currentImages)
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{
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int offset = vertices.Count;
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vertices.Add(new Vertex(a.location.X, a.location.Y, 0, U(image, 0), V(image, 0)));
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vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y, 0, U(image, 1), V(image, 0)));
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vertices.Add(new Vertex(a.location.X, a.location.Y + image.size.Height, 0, U(image, 0), V(image, 1)));
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vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y + image.size.Height, 0, U(image, 1), V(image, 1)));
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indices.Add((ushort)offset);
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indices.Add((ushort)(offset + 1));
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indices.Add((ushort)(offset + 2));
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indices.Add((ushort)(offset + 1));
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indices.Add((ushort)(offset + 3));
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indices.Add((ushort)(offset + 2));
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if (++sprites >= spritesPerBatch)
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{
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DrawBatch(vertices, indices);
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vertices = new List<Vertex>();
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indices = new List<ushort>();
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sprites = 0;
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}
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}
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}
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if (sprites > 0)
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DrawBatch(vertices, indices);
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}
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void DrawBatch(List<Vertex> vertices, List<ushort> indices)
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{
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vb.SetData(vertices.ToArray());
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ib.SetData(indices.ToArray());
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vb.Bind(0);
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ib.Bind();
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device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
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vertices.Count, indices.Count / 3);
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}
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static float U(SheetRectangle<Sheet> s, float u)
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{
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float u0 = (float)(s.origin.X + 0.5f) / (float)s.sheet.bitmap.Width;
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float u1 = (float)(s.origin.X + s.size.Width) / (float)s.sheet.bitmap.Width;
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return (u > 0) ? u1 : u0;// (1 - u) * u0 + u * u1;
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}
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static float V(SheetRectangle<Sheet> s, float v)
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{
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float v0 = (float)(s.origin.Y + 0.5f) / (float)s.sheet.bitmap.Height;
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float v1 = (float)(s.origin.Y + s.size.Height) / (float)s.sheet.bitmap.Height;
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return (v > 0) ? v1 : v0;// return (1 - v) * v0 + v * v1;
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}
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}
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}
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@@ -20,7 +20,7 @@ namespace OpenRa.Game
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Package TileMix;
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string TileSuffix;
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const string mapName = "scg11eb.ini";
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const string mapName = "scm12ea.ini";
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const string shaderName = "diffuse.fx";
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Dictionary<TileReference, SheetRectangle<Sheet>> tileMapping =
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@@ -33,6 +33,9 @@ namespace OpenRa.Game
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Effect effect;
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IntPtr texture, scroll, r1h, r2h;
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World world;
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TreeRenderer treeRenderer;
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void LoadTextures()
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{
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List<Sheet> tempSheets = new List<Sheet>();
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@@ -66,6 +69,12 @@ namespace OpenRa.Game
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foreach (Sheet s in tempSheets)
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s.LoadTexture(device);
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world = new World(device);
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treeRenderer = new TreeRenderer(device, map, TileMix, pal);
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foreach (TreeReference treeReference in map.Trees)
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world.Add(new Tree(treeReference, treeRenderer, map));
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}
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float U(SheetRectangle<Sheet> s, float u)
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@@ -127,7 +136,7 @@ namespace OpenRa.Game
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public MainWindow()
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{
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ClientSize = new Size(1280, 800);
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ClientSize = new Size(1280,800);
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Visible = true;
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@@ -249,6 +258,18 @@ namespace OpenRa.Game
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effect.EndPass();
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effect.End();
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effect.Quality = ShaderQuality.High;
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effect.Begin();
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effect.BeginPass(0);
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effect.SetTexture(texture, treeRenderer.sh.texture);
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effect.Commit();
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world.Draw();
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effect.EndPass();
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effect.End();
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device.End();
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device.Present();
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}
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@@ -36,6 +36,7 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Actor.cs" />
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<Compile Include="Clock.cs" />
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<Compile Include="MainWindow.cs">
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<SubType>Form</SubType>
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@@ -17,7 +17,7 @@ namespace OpenRa.Game
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public void LoadTexture(GraphicsDevice device)
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{
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string tempFile = string.Format("../../../block-cache-{0}.bmp", suffix++);
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string tempFile = string.Format("../../../block-cache-{0}.png", suffix++);
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bitmap.Save(tempFile);
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using( Stream s = File.OpenRead(tempFile) )
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14
diffuse.fx
14
diffuse.fx
@@ -56,3 +56,17 @@ technique low_quality {
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PixelShader = compile ps_2_0 Simple_fp();
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}
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}
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technique high_quality {
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pass p0 {
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AlphaBlendEnable = true;
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ZWriteEnable = true;
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ZEnable = false;
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CullMode = None;
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VertexShader = compile vs_2_0 Simple_vp();
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PixelShader = compile ps_2_0 Simple_fp();
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SrcBlend = SrcAlpha;
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DestBlend = InvSrcAlpha;
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}
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}
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