Fix ActorPreviewWidget viewport manipulation.
This commit is contained in:
@@ -66,6 +66,22 @@ namespace OpenRA.Graphics
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return new IRenderable[] { imageRenderable };
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}
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public IRenderable[] RenderUI(int2 pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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var imagePos = pos - new int2((int)(scale * Image.Size.X / 2), (int)(scale * Image.Size.Y / 2));
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var imageRenderable = new UISpriteRenderable(Image, WPos.Zero + offset, imagePos, CurrentSequence.ZOffset + zOffset, palette, scale);
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
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var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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}
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return new IRenderable[] { imageRenderable };
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}
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public Rectangle ScreenBounds(WorldRenderer wr, WPos pos, WVec offset, float scale)
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{
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var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset);
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@@ -22,6 +22,7 @@ namespace OpenRA.Mods.Common.Graphics
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{
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void Tick();
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IEnumerable<IRenderable> Render(WorldRenderer wr, WPos pos);
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IEnumerable<IRenderable> RenderUI(WorldRenderer wr, int2 pos, float scale);
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IEnumerable<Rectangle> ScreenBounds(WorldRenderer wr, WPos pos);
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}
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@@ -49,16 +49,23 @@ namespace OpenRA.Mods.Common.Graphics
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this.zOffset = zOffset;
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}
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public void Tick() { /* not supported */ }
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void IActorPreview.Tick() { /* not supported */ }
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public IEnumerable<IRenderable> Render(WorldRenderer wr, WPos pos)
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IEnumerable<IRenderable> IActorPreview.RenderUI(WorldRenderer wr, int2 pos, float scale)
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{
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yield return new UIModelRenderable(components, WPos.Zero + offset, pos, zOffset, camera, scale * this.scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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colorPalette, normalsPalette, shadowPalette);
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}
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IEnumerable<IRenderable> IActorPreview.Render(WorldRenderer wr, WPos pos)
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{
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yield return new ModelRenderable(components, pos + offset, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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colorPalette, normalsPalette, shadowPalette);
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}
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public IEnumerable<Rectangle> ScreenBounds(WorldRenderer wr, WPos pos)
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IEnumerable<Rectangle> IActorPreview.ScreenBounds(WorldRenderer wr, WPos pos)
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{
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foreach (var c in components)
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yield return c.ScreenBounds(pos, wr, scale);
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@@ -33,14 +33,19 @@ namespace OpenRA.Mods.Common.Graphics
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this.scale = scale;
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}
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public void Tick() { animation.Tick(); }
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void IActorPreview.Tick() { animation.Tick(); }
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public IEnumerable<IRenderable> Render(WorldRenderer wr, WPos pos)
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IEnumerable<IRenderable> IActorPreview.RenderUI(WorldRenderer wr, int2 pos, float scale)
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{
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return animation.RenderUI(pos, offset(), zOffset(), pr, scale);
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}
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IEnumerable<IRenderable> IActorPreview.Render(WorldRenderer wr, WPos pos)
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{
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return animation.Render(pos, offset(), zOffset(), pr, scale);
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}
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public IEnumerable<Rectangle> ScreenBounds(WorldRenderer wr, WPos pos)
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IEnumerable<Rectangle> IActorPreview.ScreenBounds(WorldRenderer wr, WPos pos)
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{
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yield return animation.ScreenBounds(wr, pos, offset(), scale);
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}
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155
OpenRA.Mods.Common/Graphics/UIModelRenderable.cs
Normal file
155
OpenRA.Mods.Common/Graphics/UIModelRenderable.cs
Normal file
@@ -0,0 +1,155 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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 System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct UIModelRenderable : IRenderable
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{
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readonly IEnumerable<ModelAnimation> models;
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readonly WPos effectiveWorldPos;
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readonly int2 screenPos;
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readonly int zOffset;
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readonly WRot camera;
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readonly WRot lightSource;
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readonly float[] lightAmbientColor;
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readonly float[] lightDiffuseColor;
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readonly PaletteReference palette;
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readonly PaletteReference normalsPalette;
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readonly PaletteReference shadowPalette;
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readonly float scale;
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public UIModelRenderable(
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IEnumerable<ModelAnimation> models, WPos effectiveWorldPos, int2 screenPos, int zOffset,
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WRot camera, float scale, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow)
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{
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this.models = models;
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this.effectiveWorldPos = effectiveWorldPos;
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this.screenPos = screenPos;
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this.zOffset = zOffset;
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this.scale = scale;
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this.camera = camera;
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this.lightSource = lightSource;
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this.lightAmbientColor = lightAmbientColor;
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this.lightDiffuseColor = lightDiffuseColor;
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palette = color;
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normalsPalette = normals;
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shadowPalette = shadow;
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}
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public WPos Pos { get { return effectiveWorldPos; } }
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public PaletteReference Palette { get { return palette; } }
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return false; } }
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public IRenderable WithPalette(PaletteReference newPalette)
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{
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return new UIModelRenderable(
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models, effectiveWorldPos, screenPos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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newPalette, normalsPalette, shadowPalette);
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}
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public IRenderable WithZOffset(int newOffset) { 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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static readonly float[] GroundNormal = { 0, 0, 1, 1 };
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public IFinalizedRenderable PrepareRender(WorldRenderer wr)
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{
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return new FinalizedUIModelRenderable(wr, this);
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}
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struct FinalizedUIModelRenderable : IFinalizedRenderable
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{
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readonly UIModelRenderable model;
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readonly ModelRenderProxy renderProxy;
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public FinalizedUIModelRenderable(WorldRenderer wr, UIModelRenderable model)
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{
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this.model = model;
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var draw = model.models.Where(v => v.IsVisible);
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renderProxy = Game.Renderer.WorldModelRenderer.RenderAsync(
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wr, draw, model.camera, model.scale, GroundNormal, model.lightSource,
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model.lightAmbientColor, model.lightDiffuseColor,
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model.palette, model.normalsPalette, model.shadowPalette);
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}
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public void Render(WorldRenderer wr)
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{
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var pxOrigin = model.screenPos;
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var psb = renderProxy.ProjectedShadowBounds;
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var sa = pxOrigin + psb[0];
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var sb = pxOrigin + psb[2];
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var sc = pxOrigin + psb[1];
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var sd = pxOrigin + psb[3];
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
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Game.Renderer.RgbaSpriteRenderer.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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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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return Screen3DBounds(wr).First;
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}
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static readonly uint[] CornerXIndex = { 0, 0, 0, 0, 3, 3, 3, 3 };
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static readonly uint[] CornerYIndex = { 1, 1, 4, 4, 1, 1, 4, 4 };
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static readonly uint[] CornerZIndex = { 2, 5, 2, 5, 2, 5, 2, 5 };
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Pair<Rectangle, float2> Screen3DBounds(WorldRenderer wr)
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{
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var pxOrigin = model.screenPos;
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var draw = model.models.Where(v => v.IsVisible);
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var scaleTransform = OpenRA.Graphics.Util.ScaleMatrix(model.scale, model.scale, model.scale);
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var cameraTransform = OpenRA.Graphics.Util.MakeFloatMatrix(model.camera.AsMatrix());
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var minX = float.MaxValue;
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var minY = float.MaxValue;
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var minZ = float.MaxValue;
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var maxX = float.MinValue;
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var maxY = float.MinValue;
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var maxZ = float.MinValue;
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foreach (var v in draw)
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{
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var bounds = v.Model.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x, y) => OpenRA.Graphics.Util.MatrixMultiply(x, OpenRA.Graphics.Util.MakeFloatMatrix(y.AsMatrix())));
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var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
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var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
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for (var i = 0; i < 8; i++)
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{
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var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
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var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(screenTransform, vec);
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minX = Math.Min(minX, pxPos.X + screen[0]);
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minY = Math.Min(minY, pxPos.Y + screen[1]);
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minZ = Math.Min(minZ, pxPos.Z + screen[2]);
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maxX = Math.Max(maxX, pxPos.X + screen[0]);
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maxY = Math.Max(maxY, pxPos.Y + screen[1]);
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maxZ = Math.Max(minZ, pxPos.Z + screen[2]);
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}
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}
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return Pair.New(Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
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}
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}
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}
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}
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@@ -72,8 +72,11 @@ namespace OpenRA.Mods.Common.Widgets
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IFinalizedRenderable[] renderables;
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public override void PrepareRenderables()
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{
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var scale = GetScale();
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var origin = RenderOrigin + PreviewOffset + new int2(RenderBounds.Size.Width / 2, RenderBounds.Size.Height / 2);
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renderables = preview
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.SelectMany(p => p.Render(worldRenderer, WPos.Zero))
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.SelectMany(p => p.RenderUI(worldRenderer, origin, scale))
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.OrderBy(WorldRenderer.RenderableScreenZPositionComparisonKey)
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.Select(r => r.PrepareRender(worldRenderer))
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.ToArray();
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@@ -81,25 +84,8 @@ namespace OpenRA.Mods.Common.Widgets
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public override void Draw()
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{
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// HACK: The split between world and UI shaders is a giant PITA because it isn't
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// feasible to maintain two parallel sets of renderables for the two cases.
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// Instead, we temporarily hijack the world rendering context and set the position
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// and zoom values to give the desired screen position and size.
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var scale = GetScale();
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var origin = RenderOrigin + new int2(RenderBounds.Size.Width / 2, RenderBounds.Size.Height / 2);
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// The scale affects world -> screen transform, which we don't want when drawing the (fixed) UI.
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if (scale != 1f)
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origin = (1f / scale * origin.ToFloat2()).ToInt2();
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Game.Renderer.Flush();
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Game.Renderer.SetViewportParams(-origin - PreviewOffset, scale);
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foreach (var r in renderables)
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r.Render(worldRenderer);
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Game.Renderer.Flush();
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Game.Renderer.SetViewportParams(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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}
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public override void Tick()
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