Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.
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@@ -26,16 +26,17 @@ 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 SpriteShader { get; private set; }
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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 WorldSpriteShader { get; private set; }
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internal IShader SpriteShader { get; private set; }
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public SpriteRenderer SpriteRenderer { get; private set; }
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public SpriteRenderer RgbaSpriteRenderer { 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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public LineRenderer LineRenderer { get; private set; }
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public SpriteRenderer RgbaSpriteRenderer { get; private set; }
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public SpriteRenderer SpriteRenderer { get; private set; }
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public ITexture PaletteTexture;
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@@ -48,17 +49,19 @@ namespace OpenRA.Graphics
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TempBufferSize = Game.Settings.Graphics.BatchSize;
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TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
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SheetSize = Game.Settings.Graphics.SheetSize;
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SpriteShader = device.CreateShader("world-shp");
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LineShader = device.CreateShader("world-line");
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RgbaSpriteShader = device.CreateShader("chrome-rgba");
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WorldSpriteShader = device.CreateShader("chrome-shp");
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SpriteRenderer = new SpriteRenderer( this, SpriteShader );
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RgbaSpriteRenderer = new SpriteRenderer( this, RgbaSpriteShader );
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WorldSpriteShader = device.CreateShader("world-shp");
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WorldLineShader = device.CreateShader("world-line");
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LineShader = device.CreateShader("chrome-line");
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RgbaSpriteShader = device.CreateShader("chrome-rgba");
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SpriteShader = device.CreateShader("chrome-shp");
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WorldSpriteRenderer = new SpriteRenderer( this, WorldSpriteShader );
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LineRenderer = new LineRenderer(this);
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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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for( int i = 0 ; i < TempBufferCount ; i++ )
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tempBuffers.Enqueue( device.CreateVertexBuffer( TempBufferSize ) );
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}
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@@ -77,10 +80,11 @@ namespace OpenRA.Graphics
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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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SetShaderParams( SpriteShader, r1, r2, scroll );
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SetShaderParams( WorldSpriteShader, r1, r2, scroll );
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SetShaderParams( WorldLineShader, r1, r2, scroll );
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SetShaderParams( LineShader, r1, r2, scroll );
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SetShaderParams( RgbaSpriteShader, r1, r2, scroll );
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SetShaderParams( WorldSpriteShader, r1, r2, scroll );
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SetShaderParams( SpriteShader, r1, r2, scroll );
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}
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void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll )
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