Add support for rendering tinted artwork.
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@@ -17,7 +17,7 @@ using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public struct ModelRenderable : IRenderable
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public struct ModelRenderable : IRenderable, ITintableRenderable
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{
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readonly IEnumerable<ModelAnimation> models;
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readonly WPos pos;
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@@ -30,11 +30,22 @@ namespace OpenRA.Mods.Common.Graphics
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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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readonly float3 tint;
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public ModelRenderable(
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IEnumerable<ModelAnimation> models, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow)
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: this(models, pos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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color, normals, shadow,
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float3.Ones) { }
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public ModelRenderable(
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IEnumerable<ModelAnimation> models, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow,
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float3 tint)
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{
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this.models = models;
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this.pos = pos;
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@@ -47,6 +58,7 @@ namespace OpenRA.Mods.Common.Graphics
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palette = color;
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normalsPalette = normals;
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shadowPalette = shadow;
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this.tint = tint;
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}
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public WPos Pos { get { return pos; } }
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@@ -59,7 +71,7 @@ namespace OpenRA.Mods.Common.Graphics
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return new ModelRenderable(
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models, pos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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newPalette, normalsPalette, shadowPalette);
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newPalette, normalsPalette, shadowPalette, tint);
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}
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public IRenderable WithZOffset(int newOffset)
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@@ -67,7 +79,7 @@ namespace OpenRA.Mods.Common.Graphics
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return new ModelRenderable(
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models, pos, newOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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palette, normalsPalette, shadowPalette, tint);
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}
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public IRenderable OffsetBy(WVec vec)
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@@ -75,11 +87,19 @@ namespace OpenRA.Mods.Common.Graphics
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return new ModelRenderable(
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models, pos + vec, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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palette, normalsPalette, shadowPalette, tint);
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}
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public IRenderable AsDecoration() { return this; }
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public IRenderable WithTint(float3 newTint)
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{
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return new ModelRenderable(
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models, pos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette, newTint);
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}
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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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public IFinalizedRenderable PrepareRender(WorldRenderer wr)
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@@ -122,8 +142,11 @@ namespace OpenRA.Mods.Common.Graphics
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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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var wrsr = Game.Renderer.WorldRgbaSpriteRenderer;
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var ti = model.tint;
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wrsr.DrawSpriteWithTint(renderProxy.ShadowSprite, sa, sb, sc, sd, ti);
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wrsr.DrawSpriteWithTint(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size, renderProxy.Sprite.Size, ti);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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