Merge RGBA sprite rendering into SpriteRenderer.
Renderer.RgbaSpriteRenderer is kept as a thin wrapper to maintain compatibility with consumer code.
This commit is contained in:
52
OpenRA.Game/Graphics/RgbaSpriteRenderer.cs
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52
OpenRA.Game/Graphics/RgbaSpriteRenderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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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using System.Linq;
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namespace OpenRA.Graphics
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{
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public class RgbaSpriteRenderer
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{
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readonly SpriteRenderer parent;
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public RgbaSpriteRenderer(SpriteRenderer parent)
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{
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this.parent = parent;
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}
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public void DrawSprite(Sprite s, float3 location, float3 size)
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{
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if (s.Channel != TextureChannel.RGBA)
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throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
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parent.DrawSprite(s, location, 0, size);
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}
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public void DrawSprite(Sprite s, float3 location)
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{
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if (s.Channel != TextureChannel.RGBA)
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throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
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parent.DrawSprite(s, location, 0, s.Size);
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}
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public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
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{
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if (s.Channel != TextureChannel.RGBA)
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throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
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parent.DrawSprite(s, a, b, c, d);
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}
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}
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}
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@@ -59,6 +59,13 @@ namespace OpenRA.Graphics
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currentSheet = s.Sheet;
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}
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internal void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
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{
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SetRenderStateForSprite(s);
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Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
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nv += 6;
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}
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public void DrawSprite(Sprite s, float3 location, PaletteReference pal)
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{
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DrawSprite(s, location, pal.TextureIndex, s.Size);
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@@ -69,24 +76,6 @@ namespace OpenRA.Graphics
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DrawSprite(s, location, pal.TextureIndex, size);
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}
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void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
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{
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SetRenderStateForSprite(s);
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Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
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nv += 6;
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}
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// For RGBASpriteRenderer, which doesn't use palettes
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public void DrawSprite(Sprite s, float3 location)
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{
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DrawSprite(s, location, 0, s.Size);
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}
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public void DrawSprite(Sprite s, float3 location, float3 size)
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{
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DrawSprite(s, location, 0, size);
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}
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public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
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{
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SetRenderStateForSprite(s);
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@@ -94,13 +83,6 @@ namespace OpenRA.Graphics
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nv += 6;
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}
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public void DrawSprite(Sprite s, Vertex[] sourceVertices, int offset)
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{
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SetRenderStateForSprite(s);
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Array.Copy(sourceVertices, offset, vertices, nv, 6);
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nv += 6;
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}
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet, BlendMode blendMode)
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{
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shader.SetTexture("DiffuseTexture", sheet.GetTexture());
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@@ -36,7 +36,7 @@ namespace OpenRA.Graphics
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float sb = 0;
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// See shp.vert for documentation on the channel attribute format
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var attribC = ((byte)r.Channel) << 1 | 0x01;
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var attribC = r.Channel == TextureChannel.RGBA ? 0x02 : ((byte)r.Channel) << 1 | 0x01;
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var ss = r as SpriteWithSecondaryData;
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if (ss != null)
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@@ -169,7 +169,6 @@ namespace OpenRA.Graphics
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{
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lastDepthPreviewEnabled = debugVis.Value.DepthBuffer;
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled);
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Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled);
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}
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RefreshPalette();
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@@ -260,6 +260,7 @@
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<Compile Include="HotkeyManager.cs" />
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<Compile Include="HotkeyDefinition.cs" />
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<Compile Include="Traits\Interactable.cs" />
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<Compile Include="Graphics\RgbaSpriteRenderer.cs" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="FileSystem\Folder.cs" />
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@@ -21,12 +21,12 @@ namespace OpenRA
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public sealed class Renderer : IDisposable
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{
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public SpriteRenderer WorldSpriteRenderer { get; private set; }
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public SpriteRenderer WorldRgbaSpriteRenderer { get; private set; }
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public RgbaSpriteRenderer WorldRgbaSpriteRenderer { get; private set; }
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public RgbaColorRenderer WorldRgbaColorRenderer { get; private set; }
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public ModelRenderer WorldModelRenderer { get; private set; }
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public RgbaColorRenderer RgbaColorRenderer { get; private set; }
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public SpriteRenderer RgbaSpriteRenderer { get; private set; }
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public SpriteRenderer SpriteRenderer { get; private set; }
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public RgbaSpriteRenderer RgbaSpriteRenderer { get; private set; }
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public IReadOnlyDictionary<string, SpriteFont> Fonts;
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internal IGraphicsDevice Device { get; private set; }
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@@ -57,11 +57,11 @@ namespace OpenRA
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SheetSize = graphicSettings.SheetSize;
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WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
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WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
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WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
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WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
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WorldModelRenderer = new ModelRenderer(this, Device.CreateShader("model"));
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SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
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RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
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RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
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RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
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tempBuffer = Device.CreateVertexBuffer(TempBufferSize);
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@@ -124,7 +124,6 @@ namespace OpenRA
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if (resolutionChanged)
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{
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lastResolution = Resolution;
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RgbaSpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
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SpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
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}
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@@ -133,7 +132,6 @@ namespace OpenRA
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{
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lastScroll = scroll;
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lastZoom = zoom;
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WorldRgbaSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll);
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WorldSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll);
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WorldModelRenderer.SetViewportParams(lastResolution, zoom, scroll);
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}
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@@ -147,10 +145,8 @@ namespace OpenRA
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Flush();
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currentPaletteTexture = palette.Texture;
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RgbaSpriteRenderer.SetPalette(currentPaletteTexture);
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SpriteRenderer.SetPalette(currentPaletteTexture);
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WorldSpriteRenderer.SetPalette(currentPaletteTexture);
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WorldRgbaSpriteRenderer.SetPalette(currentPaletteTexture);
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WorldModelRenderer.SetPalette(currentPaletteTexture);
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}
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@@ -1,43 +0,0 @@
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uniform sampler2D DiffuseTexture;
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uniform bool EnableDepthPreview;
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varying vec4 vTexCoord;
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float jet_r(float x)
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{
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return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
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}
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float jet_g(float x)
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{
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return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
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}
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float jet_b(float x)
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{
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return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
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}
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void main()
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{
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vec4 c = texture2D(DiffuseTexture, vTexCoord.st);
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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discard;
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float depth = gl_FragCoord.z;
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// Convert to window coords
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gl_FragDepth = 0.5 * depth + 0.5;
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if (EnableDepthPreview)
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{
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float x = 1.0 - gl_FragDepth;
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float r = clamp(jet_r(x), 0.0, 1.0);
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float g = clamp(jet_g(x), 0.0, 1.0);
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float b = clamp(jet_b(x), 0.0, 1.0);
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gl_FragColor = vec4(r, g, b, 1.0);
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}
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else
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gl_FragColor = c;
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}
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@@ -1,12 +0,0 @@
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uniform vec3 Scroll;
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uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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varying vec4 vTexCoord;
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void main()
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{
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vTexCoord = aVertexTexCoord;
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}
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@@ -7,7 +7,10 @@ varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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float jet_r(float x)
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{
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@@ -28,7 +31,7 @@ void main()
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{
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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vec4 c = (vec4(1, 1, 1, 1) - vColorFraction) * texture2D(Palette, p) + vColorFraction * vTexCoord;
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vec4 c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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@@ -4,11 +4,15 @@ uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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vec2 UnpackChannelAttributes(float x)
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{
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@@ -19,6 +23,7 @@ vec2 UnpackChannelAttributes(float x)
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// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
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// Bits 0-2 define the behaviour of the primary texture channel:
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// 000: Channel is not used (aVertexTexCoord instead defines a color value)
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// 010: Sample RGBA sprite from all four channels
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// 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A
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float secondaryChannel = 0.0;
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@@ -42,6 +47,8 @@ vec4 SelectChannelMask(float x)
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return vec4(0,0,1,0);
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if (x >= 3.0)
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return vec4(0,1,0,0);
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if (x >= 2.0)
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return vec4(1,1,1,1);
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if (x >= 1.0)
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return vec4(1,0,0,0);
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@@ -52,8 +59,24 @@ vec4 SelectColorFraction(float x)
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{
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if (x > 0.0)
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return vec4(0, 0, 0, 0);
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else
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return vec4(1, 1, 1, 1);
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}
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vec4 SelectRGBAFraction(float x)
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{
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if (x == 2.0)
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return vec4(1, 1, 1, 1);
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return vec4(0, 0, 0, 0);
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}
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vec4 SelectPalettedFraction(float x)
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{
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if (x == 0.0 || x == 2.0)
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return vec4(0, 0, 0, 0);
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return vec4(1, 1, 1, 1);
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}
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void main()
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@@ -65,5 +88,7 @@ void main()
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vec2 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
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vChannelMask = SelectChannelMask(attrib.s);
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vColorFraction = SelectColorFraction(attrib.s);
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vRGBAFraction = SelectRGBAFraction(attrib.s);
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vPalettedFraction = SelectPalettedFraction(attrib.s);
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vDepthMask = SelectChannelMask(attrib.t);
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}
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