Redirect IShader calls via respective *Renderers.
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@@ -77,5 +77,12 @@ namespace OpenRA.Graphics
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for (float y = r.Top; y < r.Bottom; y++)
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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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public void SetShaderParams(ITexture palette, Size screen, float zoom, float2 scroll)
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{
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shader.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
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shader.SetVec("r1", zoom*2f/screen.Width, -zoom*2f/screen.Height);
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shader.SetVec("r2", -1, 1);
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}
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}
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}
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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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@@ -8,6 +8,7 @@
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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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@@ -27,9 +28,6 @@ namespace OpenRA.Graphics
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this.shader = shader;
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}
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public SpriteRenderer(Renderer renderer)
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: this(renderer, renderer.SpriteShader) { }
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public void Flush()
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{
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if (nv > 0)
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@@ -72,7 +70,6 @@ namespace OpenRA.Graphics
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nv += 4;
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}
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// For RGBASpriteRenderer, which doesn't use palettes
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public void DrawSprite(Sprite s, float2 location)
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{
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@@ -83,5 +80,19 @@ namespace OpenRA.Graphics
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{
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DrawSprite(s, location, 0, size);
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}
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
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{
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shader.SetTexture("DiffuseTexture", sheet.Texture);
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shader.Render(() => renderer.DrawBatch(buffer, start, length, type));
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}
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public void SetShaderParams(ITexture palette, Size screen, float zoom, float2 scroll)
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{
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shader.SetTexture("Palette", palette);
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shader.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
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shader.SetVec("r1", zoom*2f/screen.Width, -zoom*2f/screen.Height);
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shader.SetVec("r2", -1, 1);
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}
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}
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}
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@@ -84,11 +84,9 @@ namespace OpenRA.Graphics
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if( lastRow < firstRow ) lastRow = firstRow;
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Game.Renderer.WorldSpriteShader.SetTexture("DiffuseTexture", terrainSheet.Texture);
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Game.Renderer.WorldSpriteShader.Render(() =>
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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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Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
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vertexBuffer, verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
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PrimitiveType.QuadList, terrainSheet);
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foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render( wr );
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