Add smooth scrolling
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@@ -724,7 +724,7 @@ namespace OpenRA
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// Use worldRenderer.World instead of OrderManager.World to avoid a rendering mismatch while processing orders
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if (worldRenderer != null && !worldRenderer.World.IsLoadingGameSave)
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{
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Renderer.BeginWorld(worldRenderer.Viewport.Rectangle);
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Renderer.BeginWorld(worldRenderer.Viewport.CenterLocation, worldRenderer.Viewport.ViewportSize);
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Sound.SetListenerPosition(worldRenderer.Viewport.CenterPosition);
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using (new PerfSample("render_world"))
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worldRenderer.Draw();
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@@ -49,14 +49,13 @@ namespace OpenRA.Graphics
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readonly Size tileSize;
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// Viewport geometry (world-px)
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public int2 CenterLocation { get; private set; }
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public float2 CenterLocation { get; private set; }
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public WPos CenterPosition => worldRenderer.ProjectedPosition(CenterLocation);
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public WPos CenterPosition => worldRenderer.ProjectedPosition(CenterLocation.ToInt2());
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public Rectangle Rectangle => new(TopLeft, new Size(viewportSize.X, viewportSize.Y));
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public int2 TopLeft => CenterLocation - viewportSize / 2;
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public int2 BottomRight => CenterLocation + viewportSize / 2;
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int2 viewportSize;
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public int2 TopLeft => CenterLocation.ToInt2() - ViewportSize.ToInt2() / 2;
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public int2 BottomRight => CenterLocation.ToInt2() + ViewportSize.ToInt2() / 2;
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public Size ViewportSize { get; private set; }
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ProjectedCellRegion cells;
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bool cellsDirty = true;
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@@ -79,7 +78,7 @@ namespace OpenRA.Graphics
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private set
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{
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zoom = value;
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viewportSize = (1f / zoom * new float2(Game.Renderer.NativeResolution)).ToInt2();
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ViewportSize = Size.FromInt2((1f / zoom * new float2(Game.Renderer.NativeResolution)).ToInt2());
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cellsDirty = true;
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allCellsDirty = true;
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}
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@@ -341,7 +340,7 @@ namespace OpenRA.Graphics
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public void Scroll(float2 delta, bool ignoreBorders)
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{
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// Convert scroll delta from world-px to viewport-px
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CenterLocation += (1f / Zoom * delta).ToInt2();
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CenterLocation += 1f / Zoom * delta;
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cellsDirty = true;
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allCellsDirty = true;
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@@ -93,6 +93,21 @@ namespace OpenRA
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public static float2 Max(float2 a, float2 b) { return new float2(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y)); }
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public static float2 Min(float2 a, float2 b) { return new float2(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y)); }
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public float2 Clamp(Rectangle r)
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{
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var x = X;
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var y = Y;
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if (r.Left > X)
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x = r.Left;
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if (r.Top > Y)
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y = r.Top;
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if (r.Right < X)
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x = r.Right;
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if (r.Bottom < Y)
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y = r.Bottom;
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return new float2(x, y);
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}
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public float LengthSquared => X * X + Y * Y;
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public float Length => (float)Math.Sqrt(LengthSquared);
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}
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@@ -77,7 +77,8 @@ namespace OpenRA
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Size lastBufferSize = new(-1, -1);
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Rectangle lastWorldViewport = Rectangle.Empty;
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Rectangle lastWorldViewport;
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float2 lastViewportLocation;
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ITexture currentPaletteTexture;
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int currentPaletteHeight = 0;
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IBatchRenderer currentBatchRenderer;
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@@ -233,7 +234,7 @@ namespace OpenRA
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lastMaximumViewportSize = size;
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}
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public void BeginWorld(Rectangle worldViewport)
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public void BeginWorld(float2 viewportLocation, Size viewportSize)
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{
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if (renderType != RenderType.None)
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throw new InvalidOperationException($"BeginWorld called with renderType = {renderType}, expected RenderType.None.");
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@@ -243,28 +244,34 @@ namespace OpenRA
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if (worldSheet == null)
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throw new InvalidOperationException("BeginWorld called before SetMaximumViewportSize has been set.");
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if (worldSprite == null || worldViewport.Size != lastWorldViewportSize)
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var centerLocation = viewportLocation.ToInt2();
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if (worldSprite == null || viewportSize != lastWorldViewportSize || viewportLocation != lastViewportLocation)
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{
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lastViewportLocation = viewportLocation;
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lastWorldViewportSize = viewportSize;
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// Downscale world rendering if needed to fit within the framebuffer
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var vw = worldViewport.Size.Width;
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var vh = worldViewport.Size.Height;
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var vw = viewportSize.Width;
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var vh = viewportSize.Height;
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var bw = worldSheet.Size.Width;
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var bh = worldSheet.Size.Height;
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WorldDownscaleFactor = 1;
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while (vw / WorldDownscaleFactor > bw || vh / WorldDownscaleFactor > bh)
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WorldDownscaleFactor++;
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var s = new Size(vw / WorldDownscaleFactor, vh / WorldDownscaleFactor);
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worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, s), TextureChannel.RGBA);
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lastWorldViewportSize = worldViewport.Size;
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// We need to add 1 to scroll in order to handle interpixel 0-0.99 fractionalOffset.
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var s = new Size(vw / WorldDownscaleFactor + 1, vh / WorldDownscaleFactor + 1);
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var fractionalOffset = centerLocation - viewportLocation;
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worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, s), 0, fractionalOffset, TextureChannel.RGBA);
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}
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worldBuffer.Bind();
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if (lastWorldViewport != worldViewport)
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var rect = new Rectangle(centerLocation, viewportSize);
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if (lastWorldViewport != rect)
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{
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WorldSpriteRenderer.SetViewportParams(worldSheet.Size, WorldDownscaleFactor, depthMargin, worldViewport.Location);
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lastWorldViewport = worldViewport;
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var topLeft = centerLocation - viewportSize.ToInt2() / 2;
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WorldSpriteRenderer.SetViewportParams(worldSheet.Size, WorldDownscaleFactor, depthMargin, topLeft);
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lastWorldViewport = rect;
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}
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renderType = RenderType.World;
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@@ -282,9 +289,11 @@ namespace OpenRA
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screenBuffer.Bind();
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var scale = Window.EffectiveWindowScale;
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// We added 1 to worldSprite now we need to subtract.
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var bufferScale = new float3(
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(int)(screenSprite.Bounds.Width / scale) / worldSprite.Size.X,
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(int)(-screenSprite.Bounds.Height / scale) / worldSprite.Size.Y,
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(int)(screenSprite.Bounds.Width / scale) / (worldSprite.Size.X - 1),
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(int)(-screenSprite.Bounds.Height / scale) / (worldSprite.Size.Y - 1),
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1f);
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SpriteRenderer.EnablePixelArtScaling(true);
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@@ -240,7 +240,7 @@ namespace OpenRA.Mods.Common.Traits
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void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
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{
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var center = wr.Viewport.CenterLocation;
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var center = wr.Viewport.CenterLocation.ToInt2();
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var viewport = new Rectangle(center - new int2(viewportSize) / 2, viewportSize);
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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@@ -47,7 +47,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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var fps = (newestFrame - oldestFrame) / (newestTime - oldestTime).TotalSeconds;
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var wfbSize = Game.Renderer.WorldFrameBufferSize;
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var viewportSize = worldRenderer.Viewport.Rectangle.Size;
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var viewportSize = worldRenderer.Viewport.ViewportSize;
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return $"FPS: {fps:0}\nTick {Game.LocalTick} @ {PerfHistory.Items["tick_time"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
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$"Render {Game.RenderFrame} @ {PerfHistory.Items["render"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
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$"Batches: {PerfHistory.Items["batches"].LastValue}\n" +
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