Overhaul LazerZap and AreaBeam rendering.
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@@ -13,21 +13,24 @@ using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Graphics
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{
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public enum BeamRenderableShape { Cylindrical, Flat }
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public struct BeamRenderable : IRenderable, IFinalizedRenderable
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{
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readonly WPos pos;
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readonly int zOffset;
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readonly WVec length;
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readonly BeamRenderableShape shape;
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readonly WDist width;
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readonly Color color;
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readonly float width;
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public BeamRenderable(WPos pos, int zOffset, WVec length, float width, Color color)
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public BeamRenderable(WPos pos, int zOffset, WVec length, BeamRenderableShape shape, WDist width, Color color)
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{
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this.pos = pos;
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this.zOffset = zOffset;
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this.length = length;
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this.color = color;
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this.shape = shape;
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this.width = width;
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this.color = color;
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}
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public WPos Pos { get { return pos; } }
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@@ -35,22 +38,35 @@ namespace OpenRA.Mods.Common.Graphics
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return new BeamRenderable(pos, zOffset, length, width, color); }
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public IRenderable WithZOffset(int newOffset) { return new BeamRenderable(pos, zOffset, length, width, color); }
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public IRenderable OffsetBy(WVec vec) { return new BeamRenderable(pos + vec, zOffset, length, width, color); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new BeamRenderable(pos, zOffset, length, shape, width, color); }
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public IRenderable WithZOffset(int newOffset) { return new BeamRenderable(pos, zOffset, length, shape, width, color); }
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public IRenderable OffsetBy(WVec vec) { return new BeamRenderable(pos + vec, zOffset, length, shape, width, color); }
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public IRenderable AsDecoration() { return this; }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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var wlr = Game.Renderer.WorldLineRenderer;
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var src = wr.ScreenPosition(pos);
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var dest = wr.ScreenPosition(pos + length);
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var vecLength = length.Length;
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if (vecLength == 0)
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return;
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var oldWidth = wlr.LineWidth;
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wlr.LineWidth = wr.Viewport.Zoom * width;
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wlr.DrawLine(src, dest, color);
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wlr.LineWidth = oldWidth;
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if (shape == BeamRenderableShape.Flat)
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{
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var delta = length * width.Length / (2 * vecLength);
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var corner = new WVec(-delta.Y, delta.X, delta.Z);
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var a = wr.ScreenPosition(pos - corner);
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var b = wr.ScreenPosition(pos + corner);
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var c = wr.ScreenPosition(pos + corner + length);
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var d = wr.ScreenPosition(pos - corner + length);
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Game.Renderer.WorldRgbaColorRenderer.FillRect(a, b, c, d, color);
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}
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else
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{
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var start = wr.ScreenPosition(pos);
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var end = wr.ScreenPosition(pos + length);
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var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
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Game.Renderer.WorldRgbaColorRenderer.DrawLine(start, end, screenWidth, color);
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}
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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