[Fixing indentation]
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@@ -16,50 +16,50 @@ namespace OpenRa.Game.Graphics
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const int linesPerBatch = 1024;
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Vertex[] vertices = new Vertex[2 * linesPerBatch];
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ushort[] indices = new ushort[2 * linesPerBatch];
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Vertex[] vertices = new Vertex[ 2 * linesPerBatch ];
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ushort[] indices = new ushort[ 2 * linesPerBatch ];
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int lines = 0;
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int nv = 0, ni = 0;
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public LineRenderer(Renderer renderer)
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public LineRenderer( Renderer renderer )
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{
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this.renderer = renderer;
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vertexBuffer = new FvfVertexBuffer<Vertex>(renderer.Device, vertices.Length, Vertex.Format);
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indexBuffer = new IndexBuffer(renderer.Device, indices.Length);
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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}
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public void Flush()
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{
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if (lines > 0)
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if( lines > 0 )
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{
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renderer.LineShader.Render(() =>
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renderer.LineShader.Render( () =>
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{
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vertexBuffer.SetData(vertices);
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indexBuffer.SetData(indices);
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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nv, ni / 2, null, PrimitiveType.LineList);
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});
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vertexBuffer.SetData( vertices );
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indexBuffer.SetData( indices );
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renderer.DrawBatch( vertexBuffer, indexBuffer,
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nv, ni / 2, null, PrimitiveType.LineList );
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} );
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nv = 0; ni = 0;
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lines = 0;
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}
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}
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public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
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public void DrawLine( float2 start, float2 end, Color startColor, Color endColor )
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{
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indices[ni++] = (ushort)nv;
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indices[ ni++ ] = (ushort)nv;
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vertices[nv++] = new Vertex(start,
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new float2(startColor.R / 255.0f, startColor.G / 255.0f),
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new float2(startColor.B / 255.0f, startColor.A / 255.0f));
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vertices[ nv++ ] = new Vertex( start,
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new float2( startColor.R / 255.0f, startColor.G / 255.0f ),
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new float2( startColor.B / 255.0f, startColor.A / 255.0f ) );
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indices[ni++] = (ushort)nv;
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indices[ ni++ ] = (ushort)nv;
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vertices[nv++] = new Vertex(end,
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new float2(endColor.R / 255.0f, endColor.G / 255.0f),
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new float2(endColor.B / 255.0f, endColor.A / 255.0f));
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vertices[ nv++ ] = new Vertex( end,
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new float2( endColor.R / 255.0f, endColor.G / 255.0f ),
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new float2( endColor.B / 255.0f, endColor.A / 255.0f ) );
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if (++lines >= linesPerBatch)
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if( ++lines >= linesPerBatch )
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Flush();
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}
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}
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@@ -70,14 +70,14 @@ namespace OpenRa.Game.Graphics
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Range<int> vertexRange, Range<int> indexRange, Texture texture, PrimitiveType type, Shader shader)
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where T : struct
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{
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shader.SetValue("DiffuseTexture", texture);
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shader.SetValue( "DiffuseTexture", texture );
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shader.Commit();
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vertices.Bind(0);
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vertices.Bind( 0 );
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indices.Bind();
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device.DrawIndexedPrimitives(type,
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vertexRange, indexRange);
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device.DrawIndexedPrimitives( type,
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vertexRange, indexRange );
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}
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public void DrawBatch<T>(FvfVertexBuffer<T> vertices, IndexBuffer indices,
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@@ -38,9 +38,9 @@ namespace OpenRa.Game.Graphics
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this.size = new float2(bounds.Size);
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}
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public float2 FastMapTextureCoords(int k)
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public float2 FastMapTextureCoords( int k )
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{
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return uvhax[k];
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return uvhax[ k ];
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}
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}
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@@ -23,11 +23,6 @@ namespace OpenRa.Game.Graphics
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{
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terrainRenderer = new TerrainRenderer(renderer, Game.map);
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// TODO: this is layout policy. it belongs at a higher level than this.
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//region = Region.Create(Game.viewport, DockStyle.Left,
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// Game.viewport.Width, Draw, Game.controller.HandleInput);
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//Game.viewport.AddRegion(Game.controller);
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this.renderer = renderer;
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spriteRenderer = new SpriteRenderer(renderer, true);
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lineRenderer = new LineRenderer(renderer);
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