line rendering - selection box!!
This commit is contained in:
66
OpenRa.Game/Graphics/LineRenderer.cs
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66
OpenRa.Game/Graphics/LineRenderer.cs
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@@ -0,0 +1,66 @@
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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 System.Text;
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using Ijw.DirectX;
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using System.Runtime.InteropServices;
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using System.Drawing;
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namespace OpenRa.Game.Graphics
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{
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class LineRenderer
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{
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Renderer renderer;
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FvfVertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer; /* kindof a waste of space, but the GPU likes indexing, oh well */
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const int linesPerBatch = 1024;
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Vertex[] vertices = new Vertex[2 * linesPerBatch];
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ushort[] indices = new ushort[2 * linesPerBatch];
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int lines = 0;
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int nv = 0, ni = 0;
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public LineRenderer(Renderer renderer)
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{
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this.renderer = renderer;
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vertexBuffer = new FvfVertexBuffer<Vertex>(renderer.Device, vertices.Length, Vertex.Format);
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indexBuffer = new IndexBuffer(renderer.Device, indices.Length);
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}
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public void Flush()
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{
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if (lines > 0)
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{
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renderer.LineShader.Render(() =>
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{
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vertexBuffer.SetData(vertices);
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indexBuffer.SetData(indices);
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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nv, ni / 2, null, PrimitiveType.LineList);
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});
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nv = 0; ni = 0;
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lines = 0;
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}
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}
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public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
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{
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indices[ni++] = (ushort)nv;
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vertices[nv++] = new Vertex(start,
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new float2(startColor.R / 255.0f, startColor.G / 255.0f),
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new float2(startColor.B / 255.0f, startColor.A / 255.0f));
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indices[ni++] = (ushort)nv;
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vertices[nv++] = new Vertex(end,
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new float2(endColor.R / 255.0f, endColor.G / 255.0f),
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new float2(endColor.B / 255.0f, endColor.A / 255.0f));
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if (++lines >= linesPerBatch)
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Flush();
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}
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}
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}
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@@ -14,6 +14,7 @@ namespace OpenRa.Game.Graphics
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get { return location + new int2( (int)viewport.Location.X, (int)viewport.Location.Y ); } // WTF HACK HACK HACK
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}
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public int2 Position { get { return location; } }
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public readonly float2 Size;
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Action drawFunction;
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@@ -9,13 +9,12 @@ namespace OpenRa.Game.Graphics
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class Renderer
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{
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readonly GraphicsDevice device;
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readonly Shader shader;
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const string shaderName = "diffuse.fx";
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public Shader SpriteShader { get; private set; } /* note: shared shader params */
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public Shader LineShader { get; private set; }
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public void SetPalette(HardwarePalette hp)
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{
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shader.SetValue("Palette", hp.Texture);
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SpriteShader.SetValue("Palette", hp.Texture);
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}
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public Renderer(Control host, Size resolution, bool windowed)
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@@ -24,8 +23,10 @@ namespace OpenRa.Game.Graphics
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device = GraphicsDevice.Create(host,
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resolution.Width, resolution.Height, windowed, false);
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shader = new Shader(device, FileSystem.Open(shaderName));
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shader.Quality = ShaderQuality.Low;
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SpriteShader = new Shader(device, FileSystem.Open("sprite.fx"));
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SpriteShader.Quality = ShaderQuality.Low;
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LineShader = new Shader(device, FileSystem.Open("line.fx"));
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LineShader.Quality = ShaderQuality.High;
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}
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public GraphicsDevice Device { get { return device; } }
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@@ -34,9 +35,10 @@ namespace OpenRa.Game.Graphics
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{
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device.Begin();
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shader.SetValue("Scroll", scroll);
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shader.SetValue("r1", r1);
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shader.SetValue("r2", r2);
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SpriteShader.SetValue("Scroll", scroll);
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SpriteShader.SetValue("r1", r1);
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SpriteShader.SetValue("r2", r2);
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SpriteShader.Commit();
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}
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public void EndFrame()
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@@ -45,24 +47,32 @@ namespace OpenRa.Game.Graphics
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device.Present();
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}
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public void DrawWithShader(ShaderQuality quality, Action task)
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{
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shader.Quality = quality;
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shader.Render(() => task());
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}
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public void DrawBatch<T>(FvfVertexBuffer<T> vertices, IndexBuffer indices,
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Range<int> vertexRange, Range<int> indexRange, Texture texture)
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Range<int> vertexRange, Range<int> indexRange, Texture texture, PrimitiveType type)
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where T : struct
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{
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shader.SetValue("DiffuseTexture", texture);
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shader.Commit();
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SpriteShader.SetValue("DiffuseTexture", texture);
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SpriteShader.Commit();
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vertices.Bind(0);
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indices.Bind();
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device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
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device.DrawIndexedPrimitives(type,
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vertexRange, indexRange);
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}
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public void DrawBatch<T>(FvfVertexBuffer<T> vertices, IndexBuffer indices,
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int vertexPool, int numPrimitives, Texture texture, PrimitiveType type)
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where T : struct
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{
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SpriteShader.SetValue("DiffuseTexture", texture);
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SpriteShader.Commit();
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vertices.Bind(0);
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indices.Bind();
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device.DrawIndexedPrimitives(type,
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vertexPool, numPrimitives);
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}
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}
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}
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@@ -36,15 +36,16 @@ namespace OpenRa.Game.Graphics
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{
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if (sprites > 0)
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{
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renderer.DrawWithShader(quality, () =>
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{
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vertexBuffer.SetData(vertices);
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indexBuffer.SetData(indices);
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(0, nv),
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new Range<int>(0, ni),
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currentSheet.Texture);
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});
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renderer.SpriteShader.Quality = quality;
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renderer.SpriteShader.Render(() =>
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{
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vertexBuffer.SetData(vertices);
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indexBuffer.SetData(indices);
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(0, nv),
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new Range<int>(0, ni),
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currentSheet.Texture, PrimitiveType.TriangleList);
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});
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nv = 0; ni = 0;
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currentSheet = null;
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@@ -16,10 +16,12 @@ namespace OpenRa.Game.Graphics
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Renderer renderer;
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Map map;
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Viewport viewport;
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public TerrainRenderer(Renderer renderer, Map map, Viewport viewport)
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{
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this.renderer = renderer;
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this.viewport = viewport;
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region = Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw, null );
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viewport.AddRegion(region);
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this.map = map;
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@@ -61,7 +63,7 @@ namespace OpenRa.Game.Graphics
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int visibleRows = (int)(region.Size.Y / 24.0f + 2);
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int firstRow = (int)(region.Location.Y / 24.0f);
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int firstRow = (int)((region.Position.Y + viewport.Location.Y) / 24.0f);
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int lastRow = firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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@@ -70,11 +72,12 @@ namespace OpenRa.Game.Graphics
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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renderer.DrawWithShader(ShaderQuality.Low, () =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture));
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture, PrimitiveType.TriangleList));
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}
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}
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}
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@@ -6,6 +6,7 @@ namespace OpenRa.Game.Graphics
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class WorldRenderer
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{
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public readonly SpriteRenderer spriteRenderer;
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public readonly LineRenderer lineRenderer;
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public readonly World world;
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public readonly Region region;
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public readonly UiOverlay uiOverlay;
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@@ -21,13 +22,15 @@ namespace OpenRa.Game.Graphics
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world.game.viewport.AddRegion(region);
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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uiOverlay = new UiOverlay(spriteRenderer, world.game);
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this.world = world;
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}
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public void Draw()
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{
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var rect = new RectangleF(region.Location.ToPointF(), region.Size.ToSizeF());
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var rect = new RectangleF((region.Position + world.game.viewport.Location).ToPointF(),
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region.Size.ToSizeF());
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foreach (Actor a in world.Actors)
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{
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@@ -46,7 +49,33 @@ namespace OpenRa.Game.Graphics
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}
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}
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uiOverlay.Draw();
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spriteRenderer.Flush();
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var selectedUnit = world.game.controller.orderGenerator as Unit;
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if (selectedUnit != null)
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{
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var center = selectedUnit.CenterLocation;
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var size = selectedUnit.SelectedSize;
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var xy = center - 0.5f * size;
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var XY = center + 0.5f * size;
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var Xy = new float2( XY.X, xy.Y );
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var xY = new float2( xy.X, XY.Y );
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lineRenderer.DrawLine(xy, xy + new float2(4, 0), Color.White, Color.White);
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lineRenderer.DrawLine(xy, xy + new float2(0, 4), Color.White, Color.White);
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lineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), Color.White, Color.White);
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lineRenderer.DrawLine(Xy, Xy + new float2(0, 4), Color.White, Color.White);
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lineRenderer.DrawLine(xY, xY + new float2(4, 0), Color.White, Color.White);
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lineRenderer.DrawLine(xY, xY + new float2(0, -4), Color.White, Color.White);
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lineRenderer.DrawLine(XY, XY + new float2(-4, 0), Color.White, Color.White);
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lineRenderer.DrawLine(XY, XY + new float2(0, -4), Color.White, Color.White);
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}
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lineRenderer.Flush();
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}
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}
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}
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@@ -40,7 +40,7 @@ namespace OpenRa.Game
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renderer = new Renderer(this, GetResolution(settings), windowed);
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SheetBuilder.Initialize( renderer );
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game = new Game( settings.GetValue( "map", "scg11eb.ini" ), renderer, new int2( ClientSize ) );
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game = new Game( settings.GetValue( "map", "scm12ea.ini" ), renderer, new int2( ClientSize ) );
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SequenceProvider.ForcePrecache();
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@@ -75,6 +75,7 @@
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<Compile Include="Graphics\Animation.cs" />
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<Compile Include="Building.cs" />
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<Compile Include="Game.cs" />
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<Compile Include="Graphics\LineRenderer.cs" />
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<Compile Include="Graphics\WorldRenderer.cs" />
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<Compile Include="IOrderGenerator.cs" />
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<Compile Include="TechTree\Item.cs" />
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@@ -113,6 +113,8 @@ namespace OpenRa.Game
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var loc = location - 0.5f * s.size;
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return Pair.New( s, loc.Round() );
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}
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public float2 SelectedSize { get { return this.CurrentImages.First().First.size; } }
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}
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class TurretedUnit : Unit
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@@ -129,12 +131,7 @@ namespace OpenRa.Game
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public override IEnumerable<Pair<Sprite, float2>> CurrentImages
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{
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get
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{
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foreach( var x in base.CurrentImages )
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yield return x;
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yield return Centered( turretAnim.Image, CenterLocation );
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}
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get { return base.CurrentImages.Concat(new[] { Centered(turretAnim.Image, CenterLocation) }); }
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}
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}
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}
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54
line.fx
Normal file
54
line.fx
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@@ -0,0 +1,54 @@
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// OpenRA gui lines shader
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// Author: C. Forbes
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//--------------------------------------------------------
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shared float2 Scroll;
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shared float2 r1, r2; // matrix elements
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struct VertexIn {
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float4 Position: POSITION;
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float2 RG: TEXCOORD0;
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float2 BA: TEXCOORD1;
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};
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struct VertexOut {
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float4 Position: POSITION;
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float4 Color: COLOR0;
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};
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struct FragmentIn {
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float4 Color: COLOR0;
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};
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VertexOut Simple_vp(VertexIn v) {
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VertexOut o;
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float2 p = (v.Position.xy - Scroll.xy) * r1 + r2;
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o.Position = float4(p.x,p.y,0,1);
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o.Color.rg = v.RG.xy;
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o.Color.ba = v.BA.xy;
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o.Color.a = 1.0f;
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return o;
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}
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const float2 texelOffset = float2( 0, 1.0f/32.0f );
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float4 Simple_fp(FragmentIn f) : COLOR0 {
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return float4(1,1,1,1);
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//return f.Color;
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}
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technique high_quality {
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pass p0 {
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AlphaBlendEnable = false;
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ZWriteEnable = false;
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ZEnable = false;
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CullMode = None;
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FillMode = Wireframe;
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VertexShader = compile vs_2_0 Simple_vp();
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PixelShader = compile ps_2_0 Simple_fp();
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SrcBlend = SrcAlpha;
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DestBlend = InvSrcAlpha;
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}
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}
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@@ -77,6 +77,7 @@ technique low_quality {
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ZWriteEnable = false;
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ZEnable = false;
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CullMode = None;
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FillMode = Solid;
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VertexShader = compile vs_2_0 Simple_vp();
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PixelShader = compile ps_2_0 Palette_fp();
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}
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@@ -88,6 +89,7 @@ technique high_quality {
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ZWriteEnable = false;
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ZEnable = false;
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CullMode = None;
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FillMode = Solid;
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VertexShader = compile vs_2_0 Simple_vp();
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PixelShader = compile ps_2_0 Palette_fp();
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Reference in New Issue
Block a user