Move TerrainRenderer to a mod-defined trait.
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@@ -1,73 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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sealed class TerrainRenderer : IDisposable
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{
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readonly Map map;
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readonly Dictionary<string, TerrainSpriteLayer> spriteLayers = new Dictionary<string, TerrainSpriteLayer>();
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readonly Theater theater;
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public TerrainRenderer(World world, WorldRenderer wr)
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{
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map = world.Map;
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theater = wr.Theater;
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foreach (var template in map.Rules.TileSet.Templates)
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{
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var palette = template.Value.Palette ?? TileSet.TerrainPaletteInternalName;
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spriteLayers.GetOrAdd(palette, pal =>
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new TerrainSpriteLayer(world, wr, theater.Sheet, BlendMode.Alpha, wr.Palette(palette), world.Type != WorldType.Editor));
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}
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foreach (var cell in map.AllCells)
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UpdateCell(cell);
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map.Tiles.CellEntryChanged += UpdateCell;
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map.Height.CellEntryChanged += UpdateCell;
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}
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public void UpdateCell(CPos cell)
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{
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var tile = map.Tiles[cell];
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var palette = TileSet.TerrainPaletteInternalName;
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if (map.Rules.TileSet.Templates.ContainsKey(tile.Type))
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palette = map.Rules.TileSet.Templates[tile.Type].Palette ?? palette;
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var sprite = theater.TileSprite(tile);
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foreach (var kv in spriteLayers)
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kv.Value.Update(cell, palette == kv.Key ? sprite : null);
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}
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public void Draw(WorldRenderer wr, Viewport viewport)
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{
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foreach (var kv in spriteLayers.Values)
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kv.Draw(wr.Viewport);
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foreach (var r in wr.World.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render(wr);
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}
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public void Dispose()
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{
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map.Tiles.CellEntryChanged -= UpdateCell;
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map.Height.CellEntryChanged -= UpdateCell;
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foreach (var kv in spriteLayers.Values)
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kv.Dispose();
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}
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}
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}
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@@ -34,7 +34,7 @@ namespace OpenRA.Graphics
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readonly HashSet<Actor> onScreenActors = new HashSet<Actor>();
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readonly HardwarePalette palette = new HardwarePalette();
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readonly Dictionary<string, PaletteReference> palettes = new Dictionary<string, PaletteReference>();
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readonly TerrainRenderer terrainRenderer;
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readonly IRenderTerrain terrainRenderer;
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readonly Lazy<DebugVisualizations> debugVis;
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readonly Func<string, PaletteReference> createPaletteReference;
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readonly bool enableDepthBuffer;
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@@ -62,7 +62,7 @@ namespace OpenRA.Graphics
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palette.Initialize();
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Theater = new Theater(world.Map.Rules.TileSet);
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terrainRenderer = new TerrainRenderer(world, this);
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terrainRenderer = world.WorldActor.TraitOrDefault<IRenderTerrain>();
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debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
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}
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@@ -181,7 +181,9 @@ namespace OpenRA.Graphics
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if (enableDepthBuffer)
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Game.Renderer.Context.EnableDepthBuffer();
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terrainRenderer.Draw(this, Viewport);
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if (terrainRenderer != null)
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terrainRenderer.RenderTerrain(this, Viewport);
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Game.Renderer.Flush();
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for (var i = 0; i < renderables.Count; i++)
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@@ -330,7 +332,6 @@ namespace OpenRA.Graphics
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palette.Dispose();
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Theater.Dispose();
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terrainRenderer.Dispose();
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}
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}
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}
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@@ -134,7 +134,6 @@
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<Compile Include="Graphics\SpriteFont.cs" />
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<Compile Include="Graphics\SpriteLoader.cs" />
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<Compile Include="Graphics\SpriteRenderer.cs" />
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<Compile Include="Graphics\TerrainRenderer.cs" />
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<Compile Include="Graphics\Util.cs" />
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<Compile Include="Graphics\Viewport.cs" />
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<Compile Include="Graphics\WorldRenderer.cs" />
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@@ -374,12 +374,16 @@ namespace OpenRA.Traits
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[RequireExplicitImplementation]
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public interface INotifyBecomingIdle { void OnBecomingIdle(Actor self); }
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[RequireExplicitImplementation]
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public interface INotifyIdle { void TickIdle(Actor self); }
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public interface IRenderAboveWorld { void RenderAboveWorld(Actor self, WorldRenderer wr); }
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public interface IRenderShroud { void RenderShroud(Shroud shroud, WorldRenderer wr); }
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[RequireExplicitImplementation]
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public interface IRenderTerrain { void RenderTerrain(WorldRenderer wr, Viewport viewport); }
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public interface IRenderAboveShroud
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{
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IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);
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