Everything is now OpenRA, not OpenRa
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89
OpenRA.Game/Graphics/LineRenderer.cs
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89
OpenRA.Game/Graphics/LineRenderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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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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class LineRenderer
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{
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Renderer renderer;
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IVertexBuffer<Vertex> vertexBuffer;
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IIndexBuffer 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 = renderer.Device.CreateVertexBuffer(vertices.Length );
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indexBuffer = renderer.Device.CreateIndexBuffer( 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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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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