line rendering - selection box!!
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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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