Support multiple sheets in TerrainSpriteLayer.
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@@ -10,6 +10,7 @@
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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.Linq;
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using OpenRA.Primitives;
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@@ -17,7 +18,7 @@ namespace OpenRA.Graphics
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{
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public class SpriteRenderer : Renderer.IBatchRenderer
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{
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const int SheetCount = 7;
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public const int SheetCount = 7;
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static readonly string[] SheetIndexToTextureName = Exts.MakeArray(SheetCount, i => "Texture{0}".F(i));
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readonly Renderer renderer;
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@@ -151,15 +152,30 @@ namespace OpenRA.Graphics
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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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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, IEnumerable<Sheet> sheets, BlendMode blendMode)
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{
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shader.SetTexture("Texture0", sheet.GetTexture());
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var i = 0;
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foreach (var s in sheets)
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{
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if (i >= SheetCount)
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ThrowSheetOverflow(nameof(sheets));
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if (s != null)
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shader.SetTexture(SheetIndexToTextureName[i++], s.GetTexture());
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}
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renderer.Context.SetBlendMode(blendMode);
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shader.PrepareRender();
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renderer.DrawBatch(buffer, start, length, type);
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renderer.Context.SetBlendMode(BlendMode.None);
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}
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// PERF: methods that throw won't be inlined by the JIT, so extract a static helper for use on hot paths
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static void ThrowSheetOverflow(string paramName)
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{
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throw new ArgumentException("SpriteRenderer only supports {0} simultaneous textures".F(SheetCount), paramName);
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}
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// For RGBAColorRenderer
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internal void DrawRGBAVertices(Vertex[] v)
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{
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