Add support for rendering tinted artwork.
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@@ -14,7 +14,7 @@ using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public struct SpriteRenderable : IRenderable, IFinalizedRenderable
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public struct SpriteRenderable : IRenderable, ITintableRenderable, IFinalizedRenderable
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{
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public static readonly IEnumerable<IRenderable> None = new IRenderable[0];
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@@ -24,9 +24,17 @@ namespace OpenRA.Graphics
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readonly int zOffset;
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readonly PaletteReference palette;
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readonly float scale;
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readonly float3 tint;
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readonly bool isDecoration;
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readonly bool ignoreWorldTint;
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, bool isDecoration)
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: this(sprite, pos, offset, zOffset, palette, scale, float3.Ones, isDecoration, false) { }
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, bool isDecoration, bool ignoreWorldTint)
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: this(sprite, pos, offset, zOffset, palette, scale, float3.Ones, isDecoration, ignoreWorldTint) { }
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float3 tint, bool isDecoration, bool ignoreWorldTint)
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{
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this.sprite = sprite;
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this.pos = pos;
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@@ -34,7 +42,9 @@ namespace OpenRA.Graphics
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this.zOffset = zOffset;
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this.palette = palette;
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this.scale = scale;
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this.tint = tint;
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this.isDecoration = isDecoration;
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this.ignoreWorldTint = ignoreWorldTint;
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}
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public WPos Pos { get { return pos + offset; } }
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@@ -43,10 +53,12 @@ namespace OpenRA.Graphics
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return isDecoration; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, isDecoration); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, isDecoration); }
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public IRenderable OffsetBy(WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, isDecoration); }
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public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, true); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, tint, isDecoration, ignoreWorldTint); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, tint, isDecoration, ignoreWorldTint); }
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public IRenderable OffsetBy(WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, tint, isDecoration, ignoreWorldTint); }
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public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, tint, true, ignoreWorldTint); }
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public IRenderable WithTint(float3 newTint) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, newTint, isDecoration, ignoreWorldTint); }
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float3 ScreenPosition(WorldRenderer wr)
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{
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@@ -59,7 +71,11 @@ namespace OpenRA.Graphics
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, scale * sprite.Size);
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var wsr = Game.Renderer.WorldSpriteRenderer;
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if (ignoreWorldTint)
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wsr.DrawSprite(sprite, ScreenPosition(wr), palette, scale * sprite.Size);
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else
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wsr.DrawSpriteWithTint(sprite, ScreenPosition(wr), palette, scale * sprite.Size, tint);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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