Add shadow rendering for resource sprites.
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@@ -36,6 +36,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly HashSet<CPos> dirty = new HashSet<CPos>();
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readonly Queue<CPos> cleanDirty = new Queue<CPos>();
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TerrainSpriteLayer shadowLayer;
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TerrainSpriteLayer spriteLayer;
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public ResourceRenderer(Actor self, ResourceRendererInfo info)
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@@ -68,6 +69,17 @@ namespace OpenRA.Mods.Common.Traits
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spriteLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
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}
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if (shadowLayer == null)
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{
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var firstWithShadow = r.Value.Variants.Values.FirstOrDefault(v => v.ShadowStart > 0);
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if (firstWithShadow != null)
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{
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var first = firstWithShadow.GetShadow(0, WAngle.Zero);
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var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
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shadowLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
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}
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}
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// All resources must share a sheet and blend mode
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var sprites = r.Value.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
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if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
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@@ -94,13 +106,20 @@ namespace OpenRA.Mods.Common.Traits
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{
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// resource.Type is meaningless (and may be null) if resource.Sequence is null
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if (sequence != null)
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{
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shadowLayer?.Update(cell, sequence.GetShadow(frame, WAngle.Zero), palette, sequence.IgnoreWorldTint);
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spriteLayer.Update(cell, sequence, palette, frame);
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}
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else
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{
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shadowLayer?.Clear(cell);
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spriteLayer.Clear(cell);
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}
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}
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void IRenderOverlay.Render(WorldRenderer wr)
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{
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shadowLayer?.Draw(wr.Viewport);
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spriteLayer.Draw(wr.Viewport);
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}
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@@ -166,6 +185,7 @@ namespace OpenRA.Mods.Common.Traits
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if (disposed)
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return;
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shadowLayer?.Dispose();
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spriteLayer.Dispose();
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ResourceLayer.CellChanged -= AddDirtyCell;
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