Render lines using SpriteRenderer without breaking the batch.
This commit is contained in:
@@ -16,44 +16,20 @@ using System.Linq;
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namespace OpenRA.Graphics
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{
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public class RgbaColorRenderer : Renderer.IBatchRenderer
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public class RgbaColorRenderer
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{
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static readonly float2 Offset = new float2(0.5f, 0.5f);
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readonly Renderer renderer;
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readonly IShader shader;
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readonly Action renderAction;
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readonly SpriteRenderer parent;
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readonly Vertex[] vertices = new Vertex[6];
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readonly Vertex[] vertices;
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int nv = 0;
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public RgbaColorRenderer(Renderer renderer, IShader shader)
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public RgbaColorRenderer(SpriteRenderer parent)
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{
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this.renderer = renderer;
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this.shader = shader;
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vertices = new Vertex[renderer.TempBufferSize];
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renderAction = () => renderer.DrawBatch(vertices, nv, PrimitiveType.TriangleList);
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}
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public void Flush()
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{
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if (nv > 0)
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{
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(renderAction);
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renderer.Device.SetBlendMode(BlendMode.None);
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nv = 0;
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}
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this.parent = parent;
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}
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public void DrawLine(float3 start, float3 end, float width, Color startColor, Color endColor)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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var delta = (end - start) / (end - start).XY.Length;
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var corner = width / 2 * new float3(-delta.Y, delta.X, delta.Z);
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@@ -69,21 +45,18 @@ namespace OpenRA.Graphics
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var eb = endColor.B / 255.0f;
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var ea = endColor.A / 255.0f;
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[nv++] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[0] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[1] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[2] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[3] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[4] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[5] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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parent.DrawRGBAVertices(vertices);
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}
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public void DrawLine(float3 start, float3 end, float width, Color color)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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var delta = (end - start) / (end - start).XY.Length;
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var corner = width / 2 * new float2(-delta.Y, delta.X);
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@@ -93,12 +66,13 @@ namespace OpenRA.Graphics
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(start + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end - corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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vertices[0] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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vertices[1] = new Vertex(start + corner + Offset, r, g, b, a, 0, 0);
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vertices[2] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[3] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[4] = new Vertex(end - corner + Offset, r, g, b, a, 0, 0);
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vertices[5] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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parent.DrawRGBAVertices(vertices);
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}
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/// <summary>
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@@ -146,7 +120,6 @@ namespace OpenRA.Graphics
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return;
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}
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renderer.CurrentBatchRenderer = this;
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color = Util.PremultiplyAlpha(color);
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var r = color.R / 255.0f;
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var g = color.G / 255.0f;
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@@ -184,15 +157,13 @@ namespace OpenRA.Graphics
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var cd = closed || i < limit ? IntersectionOf(end - corner, dir, end - nextCorner, nextDir) : end - corner;
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// Fill segment
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cb + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cd + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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vertices[0] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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vertices[1] = new Vertex(cb + Offset, r, g, b, a, 0, 0);
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vertices[2] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[3] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[4] = new Vertex(cd + Offset, r, g, b, a, 0, 0);
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vertices[5] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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parent.DrawRGBAVertices(vertices);
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// Advance line segment
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end = next;
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@@ -238,23 +209,19 @@ namespace OpenRA.Graphics
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public void FillRect(float3 a, float3 b, float3 c, float3 d, Color color)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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color = Util.PremultiplyAlpha(color);
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var cr = color.R / 255.0f;
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var cg = color.G / 255.0f;
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var cb = color.B / 255.0f;
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var ca = color.A / 255.0f;
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(b + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(d + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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vertices[0] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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vertices[1] = new Vertex(b + Offset, cr, cg, cb, ca, 0, 0);
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vertices[2] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[3] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[4] = new Vertex(d + Offset, cr, cg, cb, ca, 0, 0);
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vertices[5] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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parent.DrawRGBAVertices(vertices);
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}
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public void FillEllipse(float3 tl, float3 br, Color color, int vertices = 32)
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@@ -271,20 +238,5 @@ namespace OpenRA.Graphics
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DrawLine(new float3(xc - dx, y, z), new float3(xc + dx, y, z), 1, color);
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}
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}
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public void SetViewportParams(Size screen, float depthScale, float depthOffset, float zoom, int2 scroll)
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{
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shader.SetVec("Scroll", scroll.X, scroll.Y, scroll.Y);
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shader.SetVec("r1",
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zoom * 2f / screen.Width,
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-zoom * 2f / screen.Height,
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-depthScale * zoom / screen.Height);
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shader.SetVec("r2", -1, 1, 1 - depthOffset);
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}
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public void SetDepthPreviewEnabled(bool enabled)
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{
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shader.SetBool("EnableDepthPreview", enabled);
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}
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}
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}
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@@ -37,6 +37,7 @@ namespace OpenRA.Graphics
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{
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if (nv > 0)
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{
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if (currentSheet != null)
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shader.SetTexture("DiffuseTexture", currentSheet.GetTexture());
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renderer.Device.SetBlendMode(currentBlend);
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@@ -109,6 +110,19 @@ namespace OpenRA.Graphics
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renderer.Device.SetBlendMode(BlendMode.None);
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}
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// For RGBAColorRenderer
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internal void DrawRGBAVertices(Vertex[] v)
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{
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renderer.CurrentBatchRenderer = this;
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if (currentBlend != BlendMode.Alpha || nv + v.Length > renderer.TempBufferSize)
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Flush();
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currentBlend = BlendMode.Alpha;
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Array.Copy(v, 0, vertices, nv, v.Length);
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nv += v.Length;
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}
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public void SetPalette(ITexture palette)
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{
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shader.SetTexture("Palette", palette);
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@@ -167,7 +167,6 @@ namespace OpenRA.Graphics
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{
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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Game.Renderer.WorldRgbaColorRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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}
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RefreshPalette();
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@@ -58,11 +58,11 @@ namespace OpenRA
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WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
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WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
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WorldRgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color"));
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WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
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WorldModelRenderer = new ModelRenderer(this, Device.CreateShader("model"));
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RgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color"));
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RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
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SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
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RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
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RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
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tempBuffer = Device.CreateVertexBuffer(TempBufferSize);
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}
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@@ -126,7 +126,6 @@ namespace OpenRA
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lastResolution = Resolution;
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RgbaSpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
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SpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
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RgbaColorRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
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}
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// If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless.
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@@ -137,7 +136,6 @@ namespace OpenRA
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WorldRgbaSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
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WorldSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
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WorldModelRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldRgbaColorRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
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}
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}
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@@ -1,36 +0,0 @@
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varying vec4 vColor;
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uniform bool EnableDepthPreview;
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float jet_r(float x)
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{
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return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
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}
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float jet_g(float x)
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{
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return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
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}
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float jet_b(float x)
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{
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return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
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}
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void main()
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{
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float depth = gl_FragCoord.z;
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// Convert to window coords
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gl_FragDepth = 0.5 * depth + 0.5;
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if (EnableDepthPreview)
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{
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float x = 1.0 - gl_FragDepth;
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float r = clamp(jet_r(x), 0.0, 1.0);
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float g = clamp(jet_g(x), 0.0, 1.0);
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float b = clamp(jet_b(x), 0.0, 1.0);
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gl_FragColor = vec4(r, g, b, 1.0);
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}
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else
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gl_FragColor = vColor;
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}
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@@ -1,12 +0,0 @@
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uniform vec3 Scroll;
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uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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varying vec4 vColor;
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void main()
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{
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vColor = aVertexTexCoord;
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}
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@@ -7,6 +7,7 @@ varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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float jet_r(float x)
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{
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@@ -27,7 +28,7 @@ void main()
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{
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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vec4 c = texture2D(Palette, p);
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vec4 c = (vec4(1, 1, 1, 1) - vColorFraction) * texture2D(Palette, p) + vColorFraction * vTexCoord;
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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@@ -8,6 +8,7 @@ varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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vec4 DecodeChannelMask(float x)
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{
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@@ -17,8 +18,18 @@ vec4 DecodeChannelMask(float x)
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return vec4(0,0,1,0);
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if (x > 0.3)
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return vec4(0,1,0,0);
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else
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if (x > 0.0)
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return vec4(1,0,0,0);
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return vec4(0, 0, 0, 0);
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}
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vec4 DecodeColorFraction(float x)
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{
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if (x > 0.0)
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return vec4(0, 0, 0, 0);
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else
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return vec4(1, 1, 1, 1);
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}
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void main()
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@@ -27,6 +38,7 @@ void main()
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vTexCoord = aVertexTexCoord;
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vTexMetadata = aVertexTexMetadata;
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vChannelMask = DecodeChannelMask(abs(aVertexTexMetadata.t));
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vColorFraction = DecodeColorFraction(abs(aVertexTexMetadata.t));
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if (aVertexTexMetadata.t < 0.0)
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{
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float x = -aVertexTexMetadata.t * 10.0;
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Reference in New Issue
Block a user