IBOless rendering with quads; considerably reduces renderer complexity
This commit is contained in:
@@ -18,8 +18,7 @@ namespace OpenRA.Graphics
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Renderer renderer;
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Vertex[] vertices = new Vertex[ Renderer.TempBufferSize ];
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uint[] indices = new uint[ Renderer.TempBufferSize ];
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int nv = 0, ni = 0;
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int nv = 0;
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public LineRenderer( Renderer renderer )
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{
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@@ -28,19 +27,16 @@ namespace OpenRA.Graphics
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public void Flush()
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{
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if( ni > 0 )
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if( nv > 0 )
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{
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renderer.LineShader.Render( () =>
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{
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var vb = renderer.GetTempVertexBuffer();
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var ib = renderer.GetTempIndexBuffer();
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vb.SetData( vertices, nv );
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ib.SetData( indices, ni );
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renderer.DrawBatch( vb, ib,
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nv, ni / 2, PrimitiveType.LineList );
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renderer.DrawBatch( vb, 0, nv, PrimitiveType.LineList );
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} );
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nv = 0; ni = 0;
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nv = 0;
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}
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}
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@@ -48,30 +44,22 @@ namespace OpenRA.Graphics
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{
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Renderer.CurrentBatchRenderer = this;
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if( ni + 2 > Renderer.TempBufferSize )
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Flush();
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if( nv + 2 > Renderer.TempBufferSize )
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Flush();
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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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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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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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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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}
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public void FillRect( RectangleF r, Color color )
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{
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for (float y = r.Top; y < r.Bottom; y++)
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{
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DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color);
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}
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}
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}
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}
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@@ -41,7 +41,6 @@ namespace OpenRA.Graphics
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const int TempBufferCount = 8;
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Queue<IVertexBuffer<Vertex>> tempBuffersV = new Queue<IVertexBuffer<Vertex>>();
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Queue<IIndexBuffer> tempBuffersI = new Queue<IIndexBuffer>();
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public Renderer()
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{
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@@ -62,10 +61,7 @@ namespace OpenRA.Graphics
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TinyBoldFont = new SpriteFont("FreeSansBold.ttf", 10);
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for( int i = 0 ; i < TempBufferCount ; i++ )
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{
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tempBuffersV.Enqueue( device.CreateVertexBuffer( TempBufferSize ) );
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tempBuffersI.Enqueue( device.CreateIndexBuffer( TempBufferSize ) );
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}
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}
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internal IGraphicsDevice Device { get { return device; } }
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@@ -83,7 +79,7 @@ namespace OpenRA.Graphics
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SetShaderParams( WorldSpriteShader, r1, r2, scroll );
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}
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private void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll )
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void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll )
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{
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s.SetValue( "Palette", PaletteTexture );
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s.SetValue( "Scroll", (int) scroll.X, (int) scroll.Y );
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@@ -97,27 +93,12 @@ namespace OpenRA.Graphics
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device.Present( inputHandler );
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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Range<int> vertexRange, Range<int> indexRange, PrimitiveType type, IShader shader)
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public void DrawBatch<T>(IVertexBuffer<T> vertices,
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int firstVertex, int numVertices, PrimitiveType type)
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where T : struct
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{
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vertices.Bind();
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indices.Bind();
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device.DrawIndexedPrimitives(type, vertexRange, indexRange);
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PerfHistory.Increment("batches", 1);
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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int vertexPool, int numPrimitives, PrimitiveType type)
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where T : struct
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{
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vertices.Bind();
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indices.Bind();
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device.DrawIndexedPrimitives(type, vertexPool, numPrimitives);
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device.DrawPrimitives(type, firstVertex, numVertices);
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PerfHistory.Increment("batches", 1);
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}
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@@ -168,13 +149,6 @@ namespace OpenRA.Graphics
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return ret;
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}
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internal IIndexBuffer GetTempIndexBuffer()
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{
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var ret = tempBuffersI.Dequeue();
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tempBuffersI.Enqueue( ret );
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return ret;
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}
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public interface IBatchRenderer
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{
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void Flush();
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@@ -18,9 +18,8 @@ namespace OpenRA.Graphics
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IShader shader;
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Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
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uint[] indices = new uint[Renderer.TempBufferSize];
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Sheet currentSheet = null;
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int nv = 0, ni = 0;
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int nv = 0;
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public SpriteRenderer(Renderer renderer, IShader shader)
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{
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@@ -33,23 +32,17 @@ namespace OpenRA.Graphics
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public void Flush()
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{
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if (ni > 0)
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if (nv > 0)
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{
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shader.SetValue( "DiffuseTexture", currentSheet.Texture );
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shader.Render(() =>
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{
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var vb = renderer.GetTempVertexBuffer();
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var ib = renderer.GetTempIndexBuffer();
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vb.SetData(vertices, nv);
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ib.SetData(indices, ni);
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renderer.DrawBatch(vb, ib,
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new Range<int>(0, nv),
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new Range<int>(0, ni),
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PrimitiveType.TriangleList,
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shader);
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.QuadList);
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});
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nv = 0; ni = 0;
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nv = 0;
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currentSheet = null;
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}
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}
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@@ -73,12 +66,10 @@ namespace OpenRA.Graphics
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if( nv + 4 > Renderer.TempBufferSize )
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Flush();
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if( ni + 6 > Renderer.TempBufferSize )
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Flush();
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, paletteIndex, nv, ni, size);
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nv += 4; ni += 6;
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Util.FastCreateQuad(vertices, location.ToInt2(), s, paletteIndex, nv, size);
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nv += 4;
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}
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@@ -19,7 +19,6 @@ namespace OpenRA.Graphics
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class TerrainRenderer
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{
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IVertexBuffer<Vertex> vertexBuffer;
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IIndexBuffer indexBuffer;
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Sheet terrainSheet;
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World world;
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@@ -30,27 +29,23 @@ namespace OpenRA.Graphics
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this.world = world;
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this.map = world.Map;
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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var tileSize = new Size( Game.CellSize, Game.CellSize );
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var tileMapping = new Cache<TileReference<ushort,byte>, Sprite>(
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x => Game.modData.SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
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uint[] indices = new uint[6 * map.Bounds.Height * map.Bounds.Width];
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var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
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terrainSheet = tileMapping[map.MapTiles.Value[map.Bounds.Left, map.Bounds.Top]].sheet;
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int nv = 0;
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int ni = 0;
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for( int j = map.Bounds.Top; j < map.Bounds.Bottom; j++ )
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for( int i = map.Bounds.Left; i < map.Bounds.Right; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles.Value[i, j]];
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// TODO: The zero below should explicitly refer to the terrain palette, but this code is called
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// before the palettes are created. Therefore assumes that "terrain" is the first palette to be defined
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, Game.modData.Palette.GetPaletteIndex("terrain"), nv, ni, tile.size);
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var tile = tileMapping[map.MapTiles.Value[i, j]];
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// TODO: move GetPaletteIndex out of the inner loop.
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Util.FastCreateQuad(vertices, Game.CellSize * new float2(i, j), tile, Game.modData.Palette.GetPaletteIndex("terrain"), nv, tile.size);
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nv += 4;
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ni += 6;
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if (tileMapping[map.MapTiles.Value[i, j]].sheet != terrainSheet)
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throw new InvalidOperationException("Terrain sprites span multiple sheets");
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@@ -58,14 +53,10 @@ namespace OpenRA.Graphics
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vertexBuffer = Game.Renderer.Device.CreateVertexBuffer( vertices.Length );
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vertexBuffer.SetData( vertices, nv );
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indexBuffer = Game.Renderer.Device.CreateIndexBuffer( indices.Length );
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indexBuffer.SetData( indices, ni );
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}
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public void Draw( WorldRenderer wr, Viewport viewport )
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{
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int indicesPerRow = map.Bounds.Width * 6;
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int verticesPerRow = map.Bounds.Width * 4;
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int visibleRows = (int)(viewport.Height * 1f / Game.CellSize + 2);
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@@ -93,10 +84,9 @@ namespace OpenRA.Graphics
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Game.Renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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Game.Renderer.SpriteShader.Render(() =>
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Game.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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PrimitiveType.TriangleList, Game.Renderer.SpriteShader));
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Game.Renderer.DrawBatch(vertexBuffer,
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verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
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PrimitiveType.QuadList));
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foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render( wr );
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@@ -44,7 +44,7 @@ namespace OpenRA.Graphics
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static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
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public static void FastCreateQuad(Vertex[] vertices, uint[] indices, float2 o, Sprite r, int palette, int nv, int ni, float2 size)
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public static void FastCreateQuad(Vertex[] vertices, float2 o, Sprite r, int palette, int nv, float2 size)
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{
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var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);
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@@ -52,15 +52,10 @@ namespace OpenRA.Graphics
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r.FastMapTextureCoords(0), attrib);
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vertices[nv + 1] = new Vertex(new float2(o.X + size.X, o.Y),
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r.FastMapTextureCoords(1), attrib);
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vertices[nv + 2] = new Vertex(new float2(o.X, o.Y + size.Y),
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r.FastMapTextureCoords(2), attrib);
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vertices[nv + 3] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
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vertices[nv + 2] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
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r.FastMapTextureCoords(3), attrib);
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indices[ni] = (uint)(nv);
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indices[ni + 1] = indices[ni + 3] = (uint)(nv + 1);
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indices[ni + 2] = indices[ni + 5] = (uint)(nv + 2);
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indices[ni + 4] = (uint)(nv + 3);
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vertices[nv + 3] = new Vertex(new float2(o.X, o.Y + size.Y),
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r.FastMapTextureCoords(2), attrib);
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}
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static readonly int[] channelMasks = { 2, 1, 0, 3 }; // yes, our channel order is nuts.
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