Everything is now OpenRA, not OpenRa
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91
OpenRA.Game/Graphics/SpriteRenderer.cs
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91
OpenRA.Game/Graphics/SpriteRenderer.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 OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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class SpriteRenderer
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{
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IVertexBuffer<Vertex> vertexBuffer;
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IIndexBuffer indexBuffer;
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Renderer renderer;
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IShader shader;
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const int spritesPerBatch = 1024;
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Vertex[] vertices = new Vertex[4 * spritesPerBatch];
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ushort[] indices = new ushort[6 * spritesPerBatch];
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Sheet currentSheet = null;
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int sprites = 0;
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int nv = 0, ni = 0;
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public SpriteRenderer(Renderer renderer, bool allowAlpha, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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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 SpriteRenderer(Renderer renderer, bool allowAlpha)
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: this(renderer, allowAlpha, renderer.SpriteShader) { }
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public void Flush()
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{
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if (sprites > 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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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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shader);
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});
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nv = 0; ni = 0;
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currentSheet = null;
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sprites = 0;
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}
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}
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public void DrawSprite(Sprite s, float2 location, string palette)
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{
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DrawSprite(s, location, palette, s.size);
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}
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public void DrawSprite(Sprite s, float2 location, string palette, float2 size)
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{
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if (s.sheet != currentSheet)
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Flush();
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, indices, location.ToInt2(), s, Game.world.WorldRenderer.GetPaletteIndex(palette), nv, ni, size);
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nv += 4; ni += 6;
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if (++sprites >= spritesPerBatch)
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Flush();
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}
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}
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}
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