Redirect IShader calls via respective *Renderers.
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@@ -26,11 +26,6 @@ namespace OpenRA.Graphics
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internal static int SheetSize;
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internal static int TempBufferSize;
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internal static int TempBufferCount;
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internal IShader WorldSpriteShader { get; private set; }
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internal IShader WorldLineShader { get; private set; }
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internal IShader LineShader { get; private set; }
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internal IShader RgbaSpriteShader { get; private set; }
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internal IShader SpriteShader { get; private set; }
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public SpriteRenderer WorldSpriteRenderer { get; private set; }
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public LineRenderer WorldLineRenderer { get; private set; }
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@@ -50,17 +45,11 @@ namespace OpenRA.Graphics
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TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
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SheetSize = Game.Settings.Graphics.SheetSize;
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WorldSpriteShader = device.CreateShader("shp");
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WorldLineShader = device.CreateShader("line");
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LineShader = device.CreateShader("line");
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RgbaSpriteShader = device.CreateShader("rgba");
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SpriteShader = device.CreateShader("shp");
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WorldSpriteRenderer = new SpriteRenderer(this, WorldSpriteShader);
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WorldLineRenderer = new LineRenderer(this, WorldLineShader);
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LineRenderer = new LineRenderer(this, LineShader);
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RgbaSpriteRenderer = new SpriteRenderer(this, RgbaSpriteShader);
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SpriteRenderer = new SpriteRenderer(this, SpriteShader);
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WorldSpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
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WorldLineRenderer = new LineRenderer(this, device.CreateShader("line"));
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LineRenderer = new LineRenderer(this, device.CreateShader("line"));
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RgbaSpriteRenderer = new SpriteRenderer(this, device.CreateShader("rgba"));
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SpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
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for (int i = 0; i < TempBufferCount; i++)
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tempBuffers.Enqueue(device.CreateVertexBuffer(TempBufferSize));
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@@ -76,23 +65,11 @@ namespace OpenRA.Graphics
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public void BeginFrame(float2 scroll, float zoom)
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{
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device.Clear();
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float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height);
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float2 r2 = new float2(-1, 1);
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var zr1 = zoom*r1;
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SetShaderParams(WorldSpriteShader, zr1, r2, scroll);
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SetShaderParams(WorldLineShader, zr1, r2, scroll);
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SetShaderParams(LineShader, r1, r2, float2.Zero);
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SetShaderParams(RgbaSpriteShader, r1, r2, float2.Zero);
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SetShaderParams(SpriteShader, r1, r2, float2.Zero);
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}
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void SetShaderParams(IShader s, float2 r1, float2 r2, float2 scroll)
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{
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s.SetTexture("Palette", PaletteTexture);
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s.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
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s.SetVec("r1", r1.X, r1.Y);
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s.SetVec("r2", r2.X, r2.Y);
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WorldSpriteRenderer.SetShaderParams(PaletteTexture, Resolution, zoom, scroll);
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WorldLineRenderer.SetShaderParams(PaletteTexture, Resolution, zoom, scroll);
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SpriteRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
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LineRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
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RgbaSpriteRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
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}
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public void EndFrame(IInputHandler inputHandler)
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