Add depth buffer support to tactical overlays.
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@@ -48,21 +48,22 @@ namespace OpenRA.Graphics
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public IRenderable OffsetBy(WVec vec) { return new SelectionBarsRenderable(pos + vec, actor); }
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public IRenderable AsDecoration() { return this; }
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void DrawExtraBars(WorldRenderer wr, float2 start, float2 end)
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void DrawExtraBars(WorldRenderer wr, float3 start, float3 end)
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{
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foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
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{
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var value = extraBar.GetValue();
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if (value != 0 || extraBar.DisplayWhenEmpty)
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{
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start.Y += (int)(4 / wr.Viewport.Zoom);
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end.Y += (int)(4 / wr.Viewport.Zoom);
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var offset = new float3(0, (int)(4 / wr.Viewport.Zoom), 0);
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start += offset;
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end += offset;
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DrawSelectionBar(wr, start, end, extraBar.GetValue(), extraBar.GetColor());
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}
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}
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}
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void DrawSelectionBar(WorldRenderer wr, float2 start, float2 end, float value, Color barColor)
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void DrawSelectionBar(WorldRenderer wr, float3 start, float3 end, float value, Color barColor)
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{
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var iz = 1 / wr.Viewport.Zoom;
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var c = Color.FromArgb(128, 30, 30, 30);
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@@ -73,7 +74,7 @@ namespace OpenRA.Graphics
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float2.Lerp(start, end, value);
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var z = float3.Lerp(start, end, value);
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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wcr.DrawLine(start + p, end + p, iz, c);
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wcr.DrawLine(start + q, end + q, iz, c2);
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@@ -93,7 +94,7 @@ namespace OpenRA.Graphics
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health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
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}
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void DrawHealthBar(WorldRenderer wr, IHealth health, float2 start, float2 end)
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void DrawHealthBar(WorldRenderer wr, IHealth health, float3 start, float3 end)
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{
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if (health == null || health.IsDead)
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return;
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@@ -112,7 +113,7 @@ namespace OpenRA.Graphics
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float2.Lerp(start, end, (float)health.HP / health.MaxHP);
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var z = float3.Lerp(start, end, (float)health.HP / health.MaxHP);
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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wcr.DrawLine(start + p, end + p, iz, c);
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@@ -131,7 +132,7 @@ namespace OpenRA.Graphics
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deltaColor.R / 2,
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deltaColor.G / 2,
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deltaColor.B / 2);
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var zz = float2.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
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var zz = float3.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
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wcr.DrawLine(z + p, zz + p, iz, deltaColor2);
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wcr.DrawLine(z + q, zz + q, iz, deltaColor);
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@@ -147,12 +148,12 @@ namespace OpenRA.Graphics
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var health = actor.TraitOrDefault<IHealth>();
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var screenPos = wr.ScreenPxPosition(pos);
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var screenPos = wr.Screen3DPxPosition(pos);
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var bounds = actor.VisualBounds;
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bounds.Offset(screenPos.X, screenPos.Y);
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bounds.Offset((int)screenPos.X, (int)screenPos.Y);
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var start = new float2(bounds.Left + 1, bounds.Top);
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var end = new float2(bounds.Right - 1, bounds.Top);
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var start = new float3(bounds.Left + 1, bounds.Top, screenPos.Z);
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var end = new float3(bounds.Right - 1, bounds.Top, screenPos.Z);
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if (DisplayHealth)
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DrawHealthBar(wr, health, start, end);
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@@ -43,9 +43,9 @@ namespace OpenRA.Graphics
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return;
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var iz = 1 / wr.Viewport.Zoom;
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var first = wr.ScreenPxPosition(waypoints.First());
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var first = wr.Screen3DPosition(waypoints.First());
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var a = first;
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foreach (var b in waypoints.Skip(1).Select(pos => wr.ScreenPxPosition(pos)))
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foreach (var b in waypoints.Skip(1).Select(pos => wr.Screen3DPosition(pos)))
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{
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Game.Renderer.WorldRgbaColorRenderer.DrawLine(a, b, iz, color);
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DrawTargetMarker(wr, color, b);
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@@ -37,6 +37,14 @@ namespace OpenRA
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public static float3 operator /(float3 a, float3 b) { return new float3(a.X / b.X, a.Y / b.Y, a.Z / b.Z); }
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public static float3 operator /(float3 a, float b) { return new float3(a.X / b, a.Y / b, a.Z / b); }
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public static float3 Lerp(float3 a, float3 b, float t)
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{
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return new float3(
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float2.Lerp(a.X, b.X, t),
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float2.Lerp(a.Y, b.Y, t),
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float2.Lerp(a.Z, b.Z, t));
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}
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public static bool operator ==(float3 me, float3 other) { return me.X == other.X && me.Y == other.Y && me.Z == other.Z; }
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public static bool operator !=(float3 me, float3 other) { return !(me == other); }
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public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode(); }
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@@ -67,13 +67,13 @@ namespace OpenRA.Mods.Common.Graphics
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public void Render(WorldRenderer wr)
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{
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var center = wr.ScreenPosition(centerPosition);
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var center = wr.Screen3DPosition(centerPosition);
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for (var i = 0; i < trailCount; i++)
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{
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var angle = trailAngle - new WAngle(i * (trailSeparation.Angle <= 512 ? 1 : -1));
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var length = radius.Length * new WVec(angle.Cos(), angle.Sin(), 0) / 1024;
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var end = wr.ScreenPosition(centerPosition + length);
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var end = wr.Screen3DPosition(centerPosition + length);
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var alpha = color.A - i * color.A / trailCount;
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wcr.DrawLine(center, end, 3, Color.FromArgb(alpha, contrastColor));
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@@ -58,8 +58,8 @@ namespace OpenRA.Mods.Common.Graphics
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var offset = new WVec(radius.Length, 0, 0);
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for (var i = 0; i < RangeCircleSegments; i++)
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{
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var a = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleStartRotations[i]));
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var b = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleEndRotations[i]));
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var a = wr.Screen3DPosition(centerPosition + offset.Rotate(RangeCircleStartRotations[i]));
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var b = wr.Screen3DPosition(centerPosition + offset.Rotate(RangeCircleEndRotations[i]));
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if (contrastWidth > 0)
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wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor);
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@@ -45,11 +45,11 @@ namespace OpenRA.Mods.Common.Graphics
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public void Render(WorldRenderer wr)
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{
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var iz = 1 / wr.Viewport.Zoom;
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var screenPos = wr.ScreenPxPosition(pos);
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var screenPos = wr.Screen3DPxPosition(pos);
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var tl = screenPos + new float2(visualBounds.Left, visualBounds.Top);
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var br = screenPos + new float2(visualBounds.Right, visualBounds.Bottom);
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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var tr = new float3(br.X, tl.Y, screenPos.Z);
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var bl = new float3(tl.X, br.Y, screenPos.Z);
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var u = new float2(4 * iz, 0);
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var v = new float2(0, 4 * iz);
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