Merge pull request #3683 from pchote/fancy-explosion-support
Add engine support for D2K explosions
This commit is contained in:
@@ -32,6 +32,8 @@ namespace OpenRA.FileFormats.Graphics
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IGraphicsDevice Create( Size size, WindowMode windowMode );
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}
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public enum BlendMode { None, Alpha, Additive }
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public interface IGraphicsDevice
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{
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IVertexBuffer<Vertex> CreateVertexBuffer( int length );
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@@ -55,8 +57,7 @@ namespace OpenRA.FileFormats.Graphics
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void EnableDepthBuffer();
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void DisableDepthBuffer();
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void EnableAlphaBlending();
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void DisableAlphaBlending();
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void SetBlendMode(BlendMode mode);
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}
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public interface IVertexBuffer<T>
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@@ -34,7 +34,7 @@ namespace OpenRA.Graphics
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{
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if (nv > 0)
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{
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renderer.Device.EnableAlphaBlending();
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(() =>
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{
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var vb = renderer.GetTempVertexBuffer();
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@@ -42,7 +42,7 @@ namespace OpenRA.Graphics
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renderer.SetLineWidth(LineWidth * Game.viewport.Zoom);
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.LineList);
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});
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renderer.Device.DisableAlphaBlending();
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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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@@ -31,14 +31,14 @@ namespace OpenRA.Graphics
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{
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if (nv > 0)
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{
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renderer.Device.EnableAlphaBlending();
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(() =>
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{
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var vb = renderer.GetTempVertexBuffer();
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vb.SetData(vertices, nv);
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.QuadList);
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});
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renderer.Device.DisableAlphaBlending();
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renderer.Device.SetBlendMode(BlendMode.None);
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nv = 0;
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}
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@@ -12,6 +12,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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@@ -36,16 +37,20 @@ namespace OpenRA.Graphics
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Name = name;
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var d = info.NodesDict;
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var offset = float2.Zero;
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var blendMode = BlendMode.Alpha;
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Start = int.Parse(d["Start"].Value);
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if (d.ContainsKey("Offset"))
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offset = FieldLoader.GetValue<float2>("Offset", d["Offset"].Value);
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if (d.ContainsKey("BlendMode"))
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blendMode = FieldLoader.GetValue<BlendMode>("BlendMode", d["BlendMode"].Value);
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// Apply offset to each sprite in the sequence
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// Different sequences may apply different offsets to the same frame
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sprites = Game.modData.SpriteLoader.LoadAllSprites(srcOverride ?? unit).Select(
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s => new Sprite(s.sheet, s.bounds, s.offset + offset, s.channel)).ToArray();
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s => new Sprite(s.sheet, s.bounds, s.offset + offset, s.channel, blendMode)).ToArray();
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if (!d.ContainsKey("Length"))
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Length = 1;
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@@ -10,6 +10,7 @@
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using System;
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using System.Drawing;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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@@ -105,7 +106,7 @@ namespace OpenRA.Graphics
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p = new Point(0,0);
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}
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var rect = new Sprite(current, new Rectangle(p, imageSize), spriteOffset, channel);
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var rect = new Sprite(current, new Rectangle(p, imageSize), spriteOffset, channel, BlendMode.Alpha);
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p.X += imageSize.Width;
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return rect;
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@@ -9,6 +9,7 @@
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#endregion
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using System.Drawing;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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@@ -16,21 +17,26 @@ namespace OpenRA.Graphics
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{
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public readonly Rectangle bounds;
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public readonly Sheet sheet;
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public readonly BlendMode blendMode;
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public readonly TextureChannel channel;
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public readonly float2 size;
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public readonly float2 offset;
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readonly float2[] textureCoords;
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public Sprite(Sheet sheet, Rectangle bounds, TextureChannel channel)
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: this(sheet, bounds, float2.Zero, channel) {}
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: this(sheet, bounds, float2.Zero, channel, BlendMode.Alpha) {}
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public Sprite(Sheet sheet, Rectangle bounds, float2 offset, TextureChannel channel)
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public Sprite(Sheet sheet, Rectangle bounds, TextureChannel channel, BlendMode blendMode)
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: this(sheet, bounds, float2.Zero, channel, blendMode) {}
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public Sprite(Sheet sheet, Rectangle bounds, float2 offset, TextureChannel channel, BlendMode blendMode)
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{
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this.sheet = sheet;
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this.bounds = bounds;
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this.offset = offset;
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this.channel = channel;
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this.size = new float2(bounds.Size);
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this.blendMode = blendMode;
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var left = (float)(bounds.Left) / sheet.Size.Width;
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var top = (float)(bounds.Top) / sheet.Size.Height;
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@@ -20,6 +20,7 @@ namespace OpenRA.Graphics
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Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
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Sheet currentSheet = null;
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BlendMode currentBlend = BlendMode.Alpha;
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int nv = 0;
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public SpriteRenderer(Renderer renderer, IShader shader)
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@@ -33,14 +34,15 @@ namespace OpenRA.Graphics
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if (nv > 0)
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{
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shader.SetTexture("DiffuseTexture", currentSheet.Texture);
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renderer.Device.EnableAlphaBlending();
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renderer.Device.SetBlendMode(currentBlend);
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shader.Render(() =>
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{
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var vb = renderer.GetTempVertexBuffer();
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vb.SetData(vertices, nv);
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.QuadList);
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});
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renderer.Device.DisableAlphaBlending();
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renderer.Device.SetBlendMode(BlendMode.None);
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nv = 0;
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currentSheet = null;
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@@ -64,9 +66,13 @@ namespace OpenRA.Graphics
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if (s.sheet != currentSheet)
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Flush();
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if (s.blendMode != currentBlend)
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Flush();
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if (nv + 4 > Renderer.TempBufferSize)
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Flush();
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currentBlend = s.blendMode;
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, location + s.offset, s, paletteIndex, nv, size);
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nv += 4;
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@@ -90,10 +96,14 @@ namespace OpenRA.Graphics
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if (s.sheet != currentSheet)
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Flush();
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if (s.blendMode != currentBlend)
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Flush();
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if (nv + 4 > Renderer.TempBufferSize)
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Flush();
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currentSheet = s.sheet;
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currentBlend = s.blendMode;
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Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);
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nv += 4;
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}
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@@ -101,9 +111,9 @@ namespace OpenRA.Graphics
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
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{
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shader.SetTexture("DiffuseTexture", sheet.Texture);
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renderer.Device.EnableAlphaBlending();
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(() => renderer.DrawBatch(buffer, start, length, type));
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renderer.Device.DisableAlphaBlending();
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renderer.Device.SetBlendMode(BlendMode.None);
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}
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public void SetPalette(ITexture palette)
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@@ -41,8 +41,7 @@ namespace OpenRA.Renderer.Null
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public void EnableDepthBuffer() { }
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public void DisableDepthBuffer() { }
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public void EnableAlphaBlending() { }
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public void DisableAlphaBlending() { }
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public void SetBlendMode(BlendMode mode) { }
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public void Clear() { }
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public void Present() { }
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@@ -147,17 +147,24 @@ namespace OpenRA.Renderer.SdlCommon
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ErrorHandler.CheckGlError();
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}
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public void EnableAlphaBlending()
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public void SetBlendMode(BlendMode mode)
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{
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Gl.glEnable(Gl.GL_BLEND);
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ErrorHandler.CheckGlError();
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Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
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ErrorHandler.CheckGlError();
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}
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public void DisableAlphaBlending()
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{
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Gl.glDisable(Gl.GL_BLEND);
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switch (mode)
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{
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case BlendMode.None:
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Gl.glDisable(Gl.GL_BLEND);
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break;
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case BlendMode.Alpha:
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Gl.glEnable(Gl.GL_BLEND);
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ErrorHandler.CheckGlError();
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Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
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break;
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case BlendMode.Additive:
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Gl.glEnable(Gl.GL_BLEND);
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ErrorHandler.CheckGlError();
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Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE);
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break;
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}
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ErrorHandler.CheckGlError();
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}
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