Split IFinalizedRenderable from Renderable to remove mutable structs.
This commit is contained in:
@@ -28,12 +28,16 @@ namespace OpenRA.Graphics
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IRenderable OffsetBy(WVec offset);
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IRenderable OffsetBy(WVec offset);
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IRenderable AsDecoration();
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IRenderable AsDecoration();
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void BeforeRender(WorldRenderer wr);
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IFinalizedRenderable PrepareRender(WorldRenderer wr);
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}
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public interface IFinalizedRenderable
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{
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void Render(WorldRenderer wr);
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void Render(WorldRenderer wr);
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void RenderDebugGeometry(WorldRenderer wr);
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void RenderDebugGeometry(WorldRenderer wr);
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}
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}
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public struct SpriteRenderable : IRenderable
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public struct SpriteRenderable : IRenderable, IFinalizedRenderable
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{
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{
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public static readonly IEnumerable<IRenderable> None = new IRenderable[0].AsEnumerable();
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public static readonly IEnumerable<IRenderable> None = new IRenderable[0].AsEnumerable();
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@@ -74,7 +78,7 @@ namespace OpenRA.Graphics
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return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size).ToInt2();
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return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size).ToInt2();
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}
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}
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, sprite.Size * scale);
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Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, sprite.Size * scale);
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Graphics
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namespace OpenRA.Graphics
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{
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{
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public struct SelectionBarsRenderable : IRenderable
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public struct SelectionBarsRenderable : IRenderable, IFinalizedRenderable
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{
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{
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readonly WPos pos;
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readonly WPos pos;
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readonly Actor actor;
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readonly Actor actor;
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@@ -135,7 +135,7 @@ namespace OpenRA.Graphics
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}
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}
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}
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}
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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if (!actor.IsInWorld || actor.IsDead)
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if (!actor.IsInWorld || actor.IsDead)
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Graphics
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namespace OpenRA.Graphics
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{
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{
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public struct SelectionBoxRenderable : IRenderable
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public struct SelectionBoxRenderable : IRenderable, IFinalizedRenderable
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{
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{
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readonly WPos pos;
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readonly WPos pos;
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readonly float scale;
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readonly float scale;
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@@ -45,7 +45,7 @@ namespace OpenRA.Graphics
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public IRenderable OffsetBy(WVec vec) { return new SelectionBoxRenderable(pos + vec, bounds, scale, color); }
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public IRenderable OffsetBy(WVec vec) { return new SelectionBoxRenderable(pos + vec, bounds, scale, color); }
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public IRenderable AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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var screenPos = wr.ScreenPxPosition(pos);
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var screenPos = wr.ScreenPxPosition(pos);
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Graphics
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namespace OpenRA.Graphics
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{
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{
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public struct TargetLineRenderable : IRenderable
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public struct TargetLineRenderable : IRenderable, IFinalizedRenderable
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{
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{
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readonly IEnumerable<WPos> waypoints;
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readonly IEnumerable<WPos> waypoints;
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readonly Color color;
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readonly Color color;
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@@ -39,7 +39,7 @@ namespace OpenRA.Graphics
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public IRenderable OffsetBy(WVec vec) { return new TargetLineRenderable(waypoints.Select(w => w + vec), color); }
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public IRenderable OffsetBy(WVec vec) { return new TargetLineRenderable(waypoints.Select(w => w + vec), color); }
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public IRenderable AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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if (!waypoints.Any())
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if (!waypoints.Any())
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@@ -14,7 +14,7 @@ using System.Linq;
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namespace OpenRA.Graphics
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namespace OpenRA.Graphics
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{
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{
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public struct UISpriteRenderable : IRenderable
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public struct UISpriteRenderable : IRenderable, IFinalizedRenderable
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{
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{
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readonly Sprite sprite;
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readonly Sprite sprite;
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readonly int2 screenPos;
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readonly int2 screenPos;
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@@ -46,7 +46,7 @@ namespace OpenRA.Graphics
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public IRenderable OffsetBy(WVec vec) { return this; }
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public IRenderable OffsetBy(WVec vec) { return this; }
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public IRenderable AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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Game.Renderer.SpriteRenderer.DrawSprite(sprite, screenPos, palette, sprite.Size * scale);
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Game.Renderer.SpriteRenderer.DrawSprite(sprite, screenPos, palette, sprite.Size * scale);
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@@ -77,7 +77,7 @@ namespace OpenRA.Graphics
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public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
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public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
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public void ReplacePalette(string name, IPalette pal) { palette.ReplacePalette(name, pal); palettes[name].Palette = pal; }
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public void ReplacePalette(string name, IPalette pal) { palette.ReplacePalette(name, pal); palettes[name].Palette = pal; }
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List<IRenderable> GenerateRenderables()
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List<IFinalizedRenderable> GenerateRenderables()
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{
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{
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var actors = World.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight)
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var actors = World.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight)
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.Append(World.WorldActor);
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.Append(World.WorldActor);
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@@ -100,12 +100,9 @@ namespace OpenRA.Graphics
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if (World.OrderGenerator != null)
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if (World.OrderGenerator != null)
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effectRenderables = effectRenderables.Concat(World.OrderGenerator.RenderAfterWorld(this, World));
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effectRenderables = effectRenderables.Concat(World.OrderGenerator.RenderAfterWorld(this, World));
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// Iterating via foreach copies the structs, so enumerate by index
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var renderables = worldRenderables.Concat(effectRenderables).ToList();
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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for (var i = 0; i < renderables.Count; i++)
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var renderables = worldRenderables.Concat(effectRenderables)
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renderables[i].BeforeRender(this);
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.Select(r => r.PrepareRender(this)).ToList();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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return renderables;
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return renderables;
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@@ -146,21 +143,19 @@ namespace OpenRA.Graphics
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Destroyed)
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Destroyed)
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.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
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.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
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.SelectMany(t => t.RenderAfterWorld(this))
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.SelectMany(t => t.RenderAfterWorld(this));
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.ToList();
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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for (var i = 0; i < overlayRenderables.Count; i++)
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var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this));
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overlayRenderables[i].BeforeRender(this);
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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// HACK: Keep old grouping behaviour
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// HACK: Keep old grouping behaviour
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foreach (var g in overlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var r in g)
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foreach (var r in g)
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r.Render(this);
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r.Render(this);
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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foreach (var g in overlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
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foreach (var r in g)
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foreach (var r in g)
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r.RenderDebugGeometry(this);
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r.RenderDebugGeometry(this);
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@@ -13,7 +13,7 @@ using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Graphics
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namespace OpenRA.Mods.Common.Graphics
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{
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{
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public struct BeamRenderable : IRenderable
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public struct BeamRenderable : IRenderable, IFinalizedRenderable
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{
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{
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readonly WPos pos;
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readonly WPos pos;
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readonly int zOffset;
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readonly int zOffset;
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Graphics
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public IRenderable OffsetBy(WVec vec) { return new BeamRenderable(pos + vec, 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 AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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var wlr = Game.Renderer.WorldLineRenderer;
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var wlr = Game.Renderer.WorldLineRenderer;
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@@ -14,7 +14,7 @@ using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Graphics
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namespace OpenRA.Mods.Common.Graphics
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{
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{
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public struct ContrailRenderable : IRenderable
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public struct ContrailRenderable : IRenderable, IFinalizedRenderable
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{
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{
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public int Length { get { return trail.Length; } }
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public int Length { get { return trail.Length; } }
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Graphics
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public IRenderable OffsetBy(WVec vec) { return new ContrailRenderable(world, trail.Select(pos => pos + vec).ToArray(), next, length, skip, color, zOffset); }
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public IRenderable OffsetBy(WVec vec) { return new ContrailRenderable(world, trail.Select(pos => pos + vec).ToArray(), next, length, skip, color, zOffset); }
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public IRenderable AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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// Need at least 4 points to smooth the contrail over
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// Need at least 4 points to smooth the contrail over
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@@ -13,7 +13,7 @@ using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Graphics
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namespace OpenRA.Mods.Common.Graphics
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{
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{
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public struct RangeCircleRenderable : IRenderable
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public struct RangeCircleRenderable : IRenderable, IFinalizedRenderable
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{
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{
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readonly WPos centerPosition;
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readonly WPos centerPosition;
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readonly WRange radius;
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readonly WRange radius;
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Graphics
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public IRenderable OffsetBy(WVec vec) { return new RangeCircleRenderable(centerPosition + vec, radius, zOffset, color, contrastColor); }
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public IRenderable OffsetBy(WVec vec) { return new RangeCircleRenderable(centerPosition + vec, radius, zOffset, color, contrastColor); }
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public IRenderable AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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var wlr = Game.Renderer.WorldLineRenderer;
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var wlr = Game.Renderer.WorldLineRenderer;
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@@ -14,7 +14,7 @@ using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Graphics
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namespace OpenRA.Mods.Common.Graphics
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{
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{
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public struct TextRenderable : IRenderable
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public struct TextRenderable : IRenderable, IFinalizedRenderable
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{
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{
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readonly SpriteFont font;
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readonly SpriteFont font;
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readonly WPos pos;
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readonly WPos pos;
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.Common.Graphics
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public IRenderable OffsetBy(WVec vec) { return new TextRenderable(font, pos + vec, zOffset, color, text); }
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public IRenderable OffsetBy(WVec vec) { return new TextRenderable(font, pos + vec, zOffset, color, text); }
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public IRenderable AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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public void Render(WorldRenderer wr)
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{
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{
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var screenPos = wr.Viewport.Zoom * (wr.ScreenPosition(pos) - wr.Viewport.TopLeft.ToFloat2()) - 0.5f * font.Measure(text).ToFloat2();
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var screenPos = wr.Viewport.Zoom * (wr.ScreenPosition(pos) - wr.Viewport.TopLeft.ToFloat2()) - 0.5f * font.Measure(text).ToFloat2();
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@@ -29,9 +29,6 @@ namespace OpenRA.Mods.Common.Graphics
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readonly PaletteReference shadowPalette;
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readonly PaletteReference shadowPalette;
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readonly float scale;
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readonly float scale;
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// Generated at render-time
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VoxelRenderProxy renderProxy;
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public VoxelRenderable(
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public VoxelRenderable(
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IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
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IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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@@ -48,7 +45,6 @@ namespace OpenRA.Mods.Common.Graphics
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this.palette = color;
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this.palette = color;
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this.normalsPalette = normals;
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this.normalsPalette = normals;
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this.shadowPalette = shadow;
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this.shadowPalette = shadow;
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this.renderProxy = null;
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}
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}
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public WPos Pos { get { return pos; } }
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public WPos Pos { get { return pos; } }
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@@ -93,99 +89,111 @@ namespace OpenRA.Mods.Common.Graphics
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// This will need generalizing once we support TS/RA2 terrain
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// This will need generalizing once we support TS/RA2 terrain
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static readonly float[] GroundNormal = new float[] { 0, 0, 1, 1 };
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static readonly float[] GroundNormal = new float[] { 0, 0, 1, 1 };
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public void BeforeRender(WorldRenderer wr)
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public IFinalizedRenderable PrepareRender(WorldRenderer wr)
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{
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{
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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return new FinalizedVoxelRenderable(wr, this);
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renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync(
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wr, draw, camera, scale, GroundNormal, lightSource,
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lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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}
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public void Render(WorldRenderer wr)
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struct FinalizedVoxelRenderable : IFinalizedRenderable
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{
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{
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// TODO: This is a temporary workaround until we have a proper ramp-aware height calculation
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readonly VoxelRenderable voxel;
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var groundPos = wr.World.Map.CenterOfCell(wr.World.Map.CellContaining(pos));
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readonly VoxelRenderProxy renderProxy;
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var ts = Game.ModData.Manifest.TileSize;
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public FinalizedVoxelRenderable(WorldRenderer wr, VoxelRenderable voxel)
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var groundZ = ts.Height * (groundPos.Z - pos.Z) / 1024f;
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var pxOrigin = wr.ScreenPosition(pos);
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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var psb = renderProxy.ProjectedShadowBounds;
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var sa = shadowOrigin + psb[0];
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var sb = shadowOrigin + psb[2];
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var sc = shadowOrigin + psb[1];
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var sd = shadowOrigin + psb[3];
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(pos);
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var groundZ = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(pos, 0));
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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// Draw sprite rect
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var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.Size, Color.Red);
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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var psb = renderProxy.ProjectedShadowBounds;
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[1], shadowOrigin + psb[3], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c, c);
|
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c, c);
|
|
||||||
|
|
||||||
// Draw voxel bounding box
|
|
||||||
var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
|
|
||||||
var scaleTransform = Util.ScaleMatrix(scale, scale, scale);
|
|
||||||
var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());
|
|
||||||
|
|
||||||
foreach (var v in draw)
|
|
||||||
{
|
{
|
||||||
var bounds = v.Voxel.Bounds(v.FrameFunc());
|
this.voxel = voxel;
|
||||||
var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
|
var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
|
||||||
(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
|
|
||||||
|
|
||||||
var pxOffset = wr.ScreenVector(v.OffsetFunc());
|
renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync(
|
||||||
var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
|
wr, draw, voxel.camera, voxel.scale, VoxelRenderable.GroundNormal, voxel.lightSource,
|
||||||
var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
|
voxel.lightAmbientColor, voxel.lightDiffuseColor,
|
||||||
DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
|
voxel.palette, voxel.normalsPalette, voxel.shadowPalette);
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static readonly uint[] CornerXIndex = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
|
|
||||||
static readonly uint[] CornerYIndex = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
|
|
||||||
static readonly uint[] CornerZIndex = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
|
|
||||||
static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
|
|
||||||
{
|
|
||||||
var corners = new float2[8];
|
|
||||||
for (var i = 0; i < 8; i++)
|
|
||||||
{
|
|
||||||
var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
|
|
||||||
var screen = Util.MatrixVectorMultiply(transform, vec);
|
|
||||||
corners[i] = pxPos + new float2(screen[0], screen[1]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[1], c, c);
|
public void Render(WorldRenderer wr)
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[3], c, c);
|
{
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[2], c, c);
|
// TODO: This is a temporary workaround until we have a proper ramp-aware height calculation
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[0], c, c);
|
var groundPos = wr.World.Map.CenterOfCell(wr.World.Map.CellContaining(voxel.pos));
|
||||||
|
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[4], corners[5], c, c);
|
var ts = Game.ModData.Manifest.TileSize;
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[5], corners[7], c, c);
|
var groundZ = ts.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[7], corners[6], c, c);
|
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[6], corners[4], c, c);
|
|
||||||
|
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[4], c, c);
|
var pxOrigin = wr.ScreenPosition(voxel.pos);
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[5], c, c);
|
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[6], c, c);
|
|
||||||
Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[7], c, c);
|
var psb = renderProxy.ProjectedShadowBounds;
|
||||||
|
var sa = shadowOrigin + psb[0];
|
||||||
|
var sb = shadowOrigin + psb[2];
|
||||||
|
var sc = shadowOrigin + psb[1];
|
||||||
|
var sd = shadowOrigin + psb[3];
|
||||||
|
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
|
||||||
|
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RenderDebugGeometry(WorldRenderer wr)
|
||||||
|
{
|
||||||
|
var pxOrigin = wr.ScreenPosition(voxel.pos);
|
||||||
|
var groundZ = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(voxel.pos, 0));
|
||||||
|
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
|
||||||
|
|
||||||
|
// Draw sprite rect
|
||||||
|
var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.Size, Color.Red);
|
||||||
|
|
||||||
|
// Draw transformed shadow sprite rect
|
||||||
|
var c = Color.Purple;
|
||||||
|
var psb = renderProxy.ProjectedShadowBounds;
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[1], shadowOrigin + psb[3], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c, c);
|
||||||
|
|
||||||
|
// Draw voxel bounding box
|
||||||
|
var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
|
||||||
|
var scaleTransform = Util.ScaleMatrix(voxel.scale, voxel.scale, voxel.scale);
|
||||||
|
var cameraTransform = Util.MakeFloatMatrix(voxel.camera.AsMatrix());
|
||||||
|
|
||||||
|
foreach (var v in draw)
|
||||||
|
{
|
||||||
|
var bounds = v.Voxel.Bounds(v.FrameFunc());
|
||||||
|
var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
|
||||||
|
(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
|
||||||
|
|
||||||
|
var pxOffset = wr.ScreenVector(v.OffsetFunc());
|
||||||
|
var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
|
||||||
|
var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
|
||||||
|
DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static readonly uint[] CornerXIndex = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
|
||||||
|
static readonly uint[] CornerYIndex = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
|
||||||
|
static readonly uint[] CornerZIndex = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
|
||||||
|
static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
|
||||||
|
{
|
||||||
|
var corners = new float2[8];
|
||||||
|
for (var i = 0; i < 8; i++)
|
||||||
|
{
|
||||||
|
var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
|
||||||
|
var screen = Util.MatrixVectorMultiply(transform, vec);
|
||||||
|
corners[i] = pxPos + new float2(screen[0], screen[1]);
|
||||||
|
}
|
||||||
|
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[1], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[3], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[2], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[0], c, c);
|
||||||
|
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[4], corners[5], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[5], corners[7], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[7], corners[6], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[6], corners[4], c, c);
|
||||||
|
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[4], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[5], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[6], c, c);
|
||||||
|
Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[7], c, c);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ using OpenRA.Graphics;
|
|||||||
|
|
||||||
namespace OpenRA.Mods.RA.Graphics
|
namespace OpenRA.Mods.RA.Graphics
|
||||||
{
|
{
|
||||||
struct TeslaZapRenderable : IRenderable
|
struct TeslaZapRenderable : IRenderable, IFinalizedRenderable
|
||||||
{
|
{
|
||||||
static int[][] steps = new[]
|
static int[][] steps = new[]
|
||||||
{
|
{
|
||||||
@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA.Graphics
|
|||||||
|
|
||||||
WPos cachedPos;
|
WPos cachedPos;
|
||||||
WVec cachedLength;
|
WVec cachedLength;
|
||||||
IEnumerable<IRenderable> cache;
|
IEnumerable<IFinalizedRenderable> cache;
|
||||||
|
|
||||||
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps, string palette)
|
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps, string palette)
|
||||||
{
|
{
|
||||||
@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA.Graphics
|
|||||||
|
|
||||||
cachedPos = WPos.Zero;
|
cachedPos = WPos.Zero;
|
||||||
cachedLength = WVec.Zero;
|
cachedLength = WVec.Zero;
|
||||||
cache = new IRenderable[] { };
|
cache = new IFinalizedRenderable[] { };
|
||||||
}
|
}
|
||||||
|
|
||||||
public WPos Pos { get { return pos; } }
|
public WPos Pos { get { return pos; } }
|
||||||
@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA.Graphics
|
|||||||
public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps, palette); }
|
public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps, palette); }
|
||||||
public IRenderable AsDecoration() { return this; }
|
public IRenderable AsDecoration() { return this; }
|
||||||
|
|
||||||
public void BeforeRender(WorldRenderer wr) { }
|
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
|
||||||
public void RenderDebugGeometry(WorldRenderer wr) { }
|
public void RenderDebugGeometry(WorldRenderer wr) { }
|
||||||
public void Render(WorldRenderer wr)
|
public void Render(WorldRenderer wr)
|
||||||
{
|
{
|
||||||
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.Graphics
|
|||||||
cache.Do(c => c.Render(wr));
|
cache.Do(c => c.Render(wr));
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
|
public IEnumerable<IFinalizedRenderable> GenerateRenderables(WorldRenderer wr)
|
||||||
{
|
{
|
||||||
var bright = wr.World.Map.SequenceProvider.GetSequence(image, "bright");
|
var bright = wr.World.Map.SequenceProvider.GetSequence(image, "bright");
|
||||||
var dim = wr.World.Map.SequenceProvider.GetSequence(image, "dim");
|
var dim = wr.World.Map.SequenceProvider.GetSequence(image, "dim");
|
||||||
@@ -93,13 +93,13 @@ namespace OpenRA.Mods.RA.Graphics
|
|||||||
yield return z;
|
yield return z;
|
||||||
}
|
}
|
||||||
|
|
||||||
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
|
static IEnumerable<IFinalizedRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
|
||||||
{
|
{
|
||||||
var z = float2.Zero; /* hack */
|
var z = float2.Zero; /* hack */
|
||||||
var dist = to - from;
|
var dist = to - from;
|
||||||
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
|
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
|
||||||
|
|
||||||
var renderables = new List<IRenderable>();
|
var renderables = new List<IFinalizedRenderable>();
|
||||||
if (Game.CosmeticRandom.Next(2) != 0)
|
if (Game.CosmeticRandom.Next(2) != 0)
|
||||||
{
|
{
|
||||||
var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
|
var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
|
||||||
@@ -120,12 +120,12 @@ namespace OpenRA.Mods.RA.Graphics
|
|||||||
return renderables;
|
return renderables;
|
||||||
}
|
}
|
||||||
|
|
||||||
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
|
static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
|
||||||
{
|
{
|
||||||
var dist = to - from;
|
var dist = to - from;
|
||||||
var q = new float2(-dist.Y, dist.X);
|
var q = new float2(-dist.Y, dist.X);
|
||||||
var c = -float2.Dot(from, q);
|
var c = -float2.Dot(from, q);
|
||||||
var rs = new List<IRenderable>();
|
var rs = new List<IFinalizedRenderable>();
|
||||||
var z = from;
|
var z = from;
|
||||||
var pal = wr.Palette(palette);
|
var pal = wr.Palette(palette);
|
||||||
|
|
||||||
@@ -135,7 +135,7 @@ namespace OpenRA.Mods.RA.Graphics
|
|||||||
.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
|
.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
|
||||||
|
|
||||||
var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
|
var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
|
||||||
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true));
|
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true).PrepareRender(wr));
|
||||||
|
|
||||||
z += new float2(step[0], step[1]);
|
z += new float2(step[0], step[1]);
|
||||||
if (rs.Count >= 1000)
|
if (rs.Count >= 1000)
|
||||||
|
|||||||
Reference in New Issue
Block a user