Introduce RgbaColorRenderer class.
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129
OpenRA.Game/Graphics/RgbaColorRenderer.cs
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129
OpenRA.Game/Graphics/RgbaColorRenderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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namespace OpenRA.Graphics
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{
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public class RgbaColorRenderer : Renderer.IBatchRenderer
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{
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static readonly float2 Offset = new float2(0.5f, 0.5f);
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readonly Renderer renderer;
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readonly IShader shader;
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readonly Action renderAction;
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readonly Vertex[] vertices;
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int nv = 0;
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public RgbaColorRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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vertices = new Vertex[renderer.TempBufferSize];
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renderAction = () => renderer.DrawBatch(vertices, nv, PrimitiveType.QuadList);
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}
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public void Flush()
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{
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if (nv > 0)
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{
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(renderAction);
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renderer.Device.SetBlendMode(BlendMode.None);
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nv = 0;
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}
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}
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public void DrawLine(float2 start, float2 end, float width, Color color)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 4 > renderer.TempBufferSize)
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Flush();
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var delta = (end - start) / (end - start).Length;
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var corner = width / 2 * new float2(-delta.Y, delta.X);
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color = Util.PremultiplyAlpha(color);
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var r = color.R / 255.0f;
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var g = color.G / 255.0f;
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(start + corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(end - corner + Offset, r, g, b, a);
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}
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public void FillRect(float2 tl, float2 br, Color color)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 4 > renderer.TempBufferSize)
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Flush();
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color = Util.PremultiplyAlpha(color);
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var r = color.R / 255.0f;
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var g = color.G / 255.0f;
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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vertices[nv++] = new Vertex(new float2(tl.X, tl.Y) + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(new float2(br.X, tl.Y) + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(new float2(br.X, br.Y) + Offset, r, g, b, a);
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vertices[nv++] = new Vertex(new float2(tl.X, br.Y) + Offset, r, g, b, a);
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}
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public void FillRect(float2 a, float2 b, float2 c, float2 d, Color color)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 4 > renderer.TempBufferSize)
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Flush();
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color = Util.PremultiplyAlpha(color);
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var cr = color.R / 255.0f;
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var cg = color.G / 255.0f;
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var cb = color.B / 255.0f;
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var ca = color.A / 255.0f;
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(b + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca);
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vertices[nv++] = new Vertex(d + Offset, cr, cg, cb, ca);
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}
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public void FillEllipse(RectangleF r, Color color, int vertices = 32)
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{
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// TODO: Create an ellipse polygon instead
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var a = (r.Right - r.Left) / 2;
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var b = (r.Bottom - r.Top) / 2;
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var xc = (r.Right + r.Left) / 2;
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var yc = (r.Bottom + r.Top) / 2;
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for (var y = r.Top; y <= r.Bottom; y++)
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{
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var dx = a * (float)Math.Sqrt(1 - (y - yc) * (y - yc) / b / b);
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DrawLine(new float2(xc - dx, y), new float2(xc + dx, y), 1, color);
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}
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}
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public void SetViewportParams(Size screen, float zoom, int2 scroll)
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{
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shader.SetVec("Scroll", scroll.X, scroll.Y);
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shader.SetVec("r1", zoom * 2f / screen.Width, -zoom * 2f / screen.Height);
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shader.SetVec("r2", -1, 1);
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}
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}
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}
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