Overhaul depth preview rendering:
* Replace Jet color map with grayscale * Added Shift + \ hotkey to toggle preview * Added Shift + [, Shift + ] hotkeys to change contrast * Added Shift + ;, Shift + ' hotkeys to change offset
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@@ -20,7 +20,51 @@ namespace OpenRA.Traits
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public bool CombatGeometry;
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public bool RenderGeometry;
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public bool ScreenMap;
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public bool DepthBuffer;
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public bool ActorTags;
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// The depth buffer may have been left enabled by the previous world
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// Initializing this as dirty forces us to reset the default rendering before the first render
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bool depthBufferDirty = true;
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bool depthBuffer;
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public bool DepthBuffer
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{
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get => depthBuffer;
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set
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{
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depthBuffer = value;
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depthBufferDirty = true;
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}
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}
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float depthBufferContrast = 1f;
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public float DepthBufferContrast
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{
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get => depthBufferContrast;
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set
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{
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depthBufferContrast = value;
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depthBufferDirty = true;
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}
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}
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float depthBufferOffset;
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public float DepthBufferOffset
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{
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get => depthBufferOffset;
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set
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{
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depthBufferOffset = value;
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depthBufferDirty = true;
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}
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}
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public void UpdateDepthBuffer()
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{
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if (depthBufferDirty)
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{
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Game.Renderer.WorldSpriteRenderer.SetDepthPreview(DepthBuffer, DepthBufferContrast, DepthBufferOffset);
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depthBufferDirty = false;
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}
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}
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}
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}
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