Support multiple palettes in TerrainSpriteLayer.
This commit is contained in:
@@ -35,20 +35,20 @@ namespace OpenRA.Graphics
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readonly WorldRenderer worldRenderer;
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readonly Map map;
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readonly PaletteReference palette;
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readonly PaletteReference[] palettes;
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public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, PaletteReference palette, bool restrictToBounds)
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public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, bool restrictToBounds)
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{
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worldRenderer = wr;
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this.restrictToBounds = restrictToBounds;
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Sheet = sheet;
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BlendMode = blendMode;
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this.palette = palette;
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map = world.Map;
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rowStride = 6 * map.MapSize.X;
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vertices = new Vertex[rowStride * map.MapSize.Y];
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palettes = new PaletteReference[map.MapSize.X * map.MapSize.Y];
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vertexBuffer = Game.Renderer.Context.CreateVertexBuffer(vertices.Length);
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emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
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@@ -63,12 +63,11 @@ namespace OpenRA.Graphics
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void UpdatePaletteIndices()
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{
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// Everything in the layer uses the same palette,
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// so we can fix the indices in one pass
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for (var i = 0; i < vertices.Length; i++)
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{
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var v = vertices[i];
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, v.R, v.G, v.B, v.A);
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var p = palettes[i / 6]?.TextureIndex ?? 0;
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, p, v.C, v.R, v.G, v.B, v.A);
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}
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for (var row = 0; row < map.MapSize.Y; row++)
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@@ -77,15 +76,15 @@ namespace OpenRA.Graphics
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public void Clear(CPos cell)
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{
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Update(cell, null, true);
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Update(cell, null, null, true);
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}
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public void Update(CPos cell, ISpriteSequence sequence, int frame)
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public void Update(CPos cell, ISpriteSequence sequence, PaletteReference palette, int frame)
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{
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Update(cell, sequence.GetSprite(frame), sequence.IgnoreWorldTint);
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Update(cell, sequence.GetSprite(frame), palette, sequence.IgnoreWorldTint);
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}
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public void Update(CPos cell, Sprite sprite, bool ignoreTint)
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public void Update(CPos cell, Sprite sprite, PaletteReference palette, bool ignoreTint)
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{
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var xyz = float3.Zero;
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if (sprite != null)
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@@ -94,7 +93,7 @@ namespace OpenRA.Graphics
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xyz = worldRenderer.Screen3DPosition(cellOrigin) + sprite.Offset - 0.5f * sprite.Size;
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}
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Update(cell.ToMPos(map.Grid.Type), sprite, xyz, ignoreTint);
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Update(cell.ToMPos(map.Grid.Type), sprite, palette, xyz, ignoreTint);
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}
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void UpdateTint(MPos uv)
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@@ -106,7 +105,7 @@ namespace OpenRA.Graphics
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for (var i = 0; i < 6; i++)
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{
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var v = vertices[offset + i];
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, noTint, 1f);
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, noTint, 1f);
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}
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return;
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@@ -131,13 +130,13 @@ namespace OpenRA.Graphics
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for (var i = 0; i < 6; i++)
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{
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var v = vertices[offset + i];
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, weights[CornerVertexMap[i]], 1f);
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, weights[CornerVertexMap[i]], 1f);
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}
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dirtyRows.Add(uv.V);
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}
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public void Update(MPos uv, Sprite sprite, in float3 pos, bool ignoreTint)
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public void Update(MPos uv, Sprite sprite, PaletteReference palette, in float3 pos, bool ignoreTint)
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{
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if (sprite != null)
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{
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@@ -155,7 +154,8 @@ namespace OpenRA.Graphics
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return;
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var offset = rowStride * uv.V + 6 * uv.U;
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Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette.TextureIndex, offset, sprite.Size, float3.Ones, 1f);
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Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette?.TextureIndex ?? 0, offset, sprite.Size, float3.Ones, 1f);
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palettes[uv.V * map.MapSize.X + uv.U] = palette;
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if (worldRenderer.TerrainLighting != null)
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{
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly HashSet<CPos> dirty = new HashSet<CPos>();
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readonly Queue<CPos> cleanDirty = new Queue<CPos>();
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readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
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TerrainSpriteLayer spriteLayer;
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public ResourceRenderer(Actor self, ResourceRendererInfo info)
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{
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@@ -58,26 +58,22 @@ namespace OpenRA.Mods.Common.Traits
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var resources = w.WorldActor.TraitsImplementing<ResourceType>()
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.ToDictionary(r => r.Info.ResourceType, r => r);
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// Build the sprite layer dictionary for rendering resources
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// All resources that have the same palette must also share a sheet and blend mode
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foreach (var r in resources)
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{
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var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
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if (spriteLayer == null)
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{
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var first = r.Value.Variants.First().Value.GetSprite(0);
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return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, wr.World.Type != WorldType.Editor);
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});
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spriteLayer = new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, wr.World.Type != WorldType.Editor);
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}
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// Validate that sprites are compatible with this layer
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var sheet = layer.Sheet;
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// All resources must share a sheet and blend mode
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var sprites = r.Value.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
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if (sprites.Any(s => s.Sheet != sheet))
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if (sprites.Any(s => s.Sheet != spriteLayer.Sheet))
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throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
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var blendMode = layer.BlendMode;
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if (sprites.Any(s => s.BlendMode != blendMode))
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if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
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throw new InvalidDataException("Resource sprites specify different blend modes. "
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+ "Try using different palettes for resource types that use different blend modes.");
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+ "Try using different ResourceRenderer traits for resource types that use different blend modes.");
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}
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// Initialize the RenderContent with the initial map state
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@@ -97,20 +93,16 @@ namespace OpenRA.Mods.Common.Traits
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protected void UpdateSpriteLayers(CPos cell, ISpriteSequence sequence, int frame, PaletteReference palette)
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{
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foreach (var kv in spriteLayers)
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{
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// resource.Type is meaningless (and may be null) if resource.Sequence is null
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if (sequence != null && palette == kv.Key)
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kv.Value.Update(cell, sequence, frame);
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else
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kv.Value.Clear(cell);
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}
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// resource.Type is meaningless (and may be null) if resource.Sequence is null
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if (sequence != null)
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spriteLayer.Update(cell, sequence, palette, frame);
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else
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spriteLayer.Clear(cell);
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}
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void IRenderOverlay.Render(WorldRenderer wr)
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{
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foreach (var kv in spriteLayers.Values)
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kv.Draw(wr.Viewport);
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spriteLayer.Draw(wr.Viewport);
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}
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void ITickRender.TickRender(WorldRenderer wr, Actor self)
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@@ -175,8 +167,7 @@ namespace OpenRA.Mods.Common.Traits
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if (disposed)
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return;
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foreach (var kv in spriteLayers.Values)
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kv.Dispose();
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spriteLayer.Dispose();
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ResourceLayer.CellChanged -= AddDirtyCell;
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@@ -106,6 +106,7 @@ namespace OpenRA.Mods.Common.Traits
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Shroud shroud;
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Func<PPos, bool> visibleUnderShroud, visibleUnderFog;
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TerrainSpriteLayer shroudLayer, fogLayer;
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PaletteReference shroudPaletteReference, fogPaletteReference;
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bool disposed;
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public ShroudRenderer(World world, ShroudRendererInfo info)
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@@ -205,8 +206,10 @@ namespace OpenRA.Mods.Common.Traits
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if (fogSprites.Any(s => s.BlendMode != fogBlend))
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throw new InvalidDataException("Fog sprites must all use the same blend mode.");
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shroudLayer = new TerrainSpriteLayer(w, wr, shroudSheet, shroudBlend, wr.Palette(info.ShroudPalette), false);
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fogLayer = new TerrainSpriteLayer(w, wr, fogSheet, fogBlend, wr.Palette(info.FogPalette), false);
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shroudPaletteReference = wr.Palette(info.ShroudPalette);
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fogPaletteReference = wr.Palette(info.FogPalette);
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shroudLayer = new TerrainSpriteLayer(w, wr, shroudSheet, shroudBlend, false);
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fogLayer = new TerrainSpriteLayer(w, wr, fogSheet, fogBlend, false);
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WorldOnRenderPlayerChanged(world.RenderPlayer);
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}
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@@ -297,8 +300,8 @@ namespace OpenRA.Mods.Common.Traits
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if (fogSprite != null)
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fogPos += fogSprite.Offset - 0.5f * fogSprite.Size;
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shroudLayer.Update(uv, shroudSprite, shroudPos, true);
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fogLayer.Update(uv, fogSprite, fogPos, true);
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shroudLayer.Update(uv, shroudSprite, shroudPaletteReference, shroudPos, true);
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fogLayer.Update(uv, fogSprite, fogPaletteReference, fogPos, true);
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}
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anyCellDirty = false;
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@@ -94,6 +94,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly bool hasSmoke;
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TerrainSpriteLayer render;
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PaletteReference paletteReference;
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bool disposed;
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public SmudgeLayer(Actor self, SmudgeLayerInfo info)
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@@ -121,7 +122,8 @@ namespace OpenRA.Mods.Common.Traits
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throw new InvalidDataException("Smudges specify different blend modes. "
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+ "Try using different smudge types for smudges that use different blend modes.");
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render = new TerrainSpriteLayer(w, wr, sheet, blendMode, wr.Palette(Info.Palette), w.Type != WorldType.Editor);
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paletteReference = wr.Palette(Info.Palette);
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render = new TerrainSpriteLayer(w, wr, sheet, blendMode, w.Type != WorldType.Editor);
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// Add map smudges
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foreach (var kv in Info.InitialSmudges)
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@@ -139,7 +141,7 @@ namespace OpenRA.Mods.Common.Traits
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};
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tiles.Add(kv.Key, smudge);
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render.Update(kv.Key, seq, s.Depth);
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render.Update(kv.Key, seq, paletteReference, s.Depth);
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}
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}
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@@ -201,7 +203,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var smudge = kv.Value;
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tiles[kv.Key] = smudge;
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render.Update(kv.Key, smudge.Sequence, smudge.Depth);
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render.Update(kv.Key, smudge.Sequence, paletteReference, smudge.Depth);
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}
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remove.Add(kv.Key);
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@@ -61,9 +61,10 @@ namespace OpenRA.Mods.Common.Traits
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public sealed class TerrainRenderer : IRenderTerrain, IWorldLoaded, INotifyActorDisposing, ITiledTerrainRenderer
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{
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readonly Map map;
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readonly Dictionary<string, TerrainSpriteLayer> spriteLayers = new Dictionary<string, TerrainSpriteLayer>();
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TerrainSpriteLayer spriteLayer;
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readonly DefaultTerrain terrainInfo;
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readonly DefaultTileCache tileCache;
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WorldRenderer worldRenderer;
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bool disposed;
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public TerrainRenderer(World world)
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@@ -78,14 +79,8 @@ namespace OpenRA.Mods.Common.Traits
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void IWorldLoaded.WorldLoaded(World world, WorldRenderer wr)
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{
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foreach (var template in terrainInfo.Templates)
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{
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var templateInfo = (DefaultTerrainTemplateInfo)template.Value;
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var palette = templateInfo.Palette ?? TileSet.TerrainPaletteInternalName;
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spriteLayers.GetOrAdd(palette, pal =>
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new TerrainSpriteLayer(world, wr, tileCache.Sheet, BlendMode.Alpha, wr.Palette(palette), world.Type != WorldType.Editor));
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}
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worldRenderer = wr;
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spriteLayer = new TerrainSpriteLayer(world, wr, tileCache.Sheet, BlendMode.Alpha, world.Type != WorldType.Editor);
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foreach (var cell in map.AllCells)
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UpdateCell(cell);
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@@ -100,14 +95,14 @@ namespace OpenRA.Mods.Common.Traits
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if (terrainInfo.Templates.TryGetValue(tile.Type, out var template))
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palette = ((DefaultTerrainTemplateInfo)template).Palette ?? palette;
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foreach (var kv in spriteLayers)
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kv.Value.Update(cell, palette == kv.Key ? tileCache.TileSprite(tile) : null, false);
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var sprite = tileCache.TileSprite(tile);
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var paletteReference = worldRenderer.Palette(palette);
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spriteLayer.Update(cell, sprite, paletteReference, false);
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}
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void IRenderTerrain.RenderTerrain(WorldRenderer wr, Viewport viewport)
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{
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foreach (var kv in spriteLayers.Values)
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kv.Draw(wr.Viewport);
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spriteLayer.Draw(wr.Viewport);
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foreach (var r in wr.World.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render(wr);
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@@ -121,8 +116,7 @@ namespace OpenRA.Mods.Common.Traits
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map.Tiles.CellEntryChanged -= UpdateCell;
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map.Height.CellEntryChanged -= UpdateCell;
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foreach (var kv in spriteLayers.Values)
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kv.Dispose();
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spriteLayer.Dispose();
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tileCache.Dispose();
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disposed = true;
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@@ -38,6 +38,7 @@ namespace OpenRA.Mods.D2k.Traits
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readonly CellLayer<int> strength;
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TerrainSpriteLayer render;
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PaletteReference paletteReference;
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bool disposed;
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public BuildableTerrainLayer(Actor self, BuildableTerrainLayerInfo info)
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@@ -48,9 +49,10 @@ namespace OpenRA.Mods.D2k.Traits
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terrainRenderer = self.Trait<ITiledTerrainRenderer>();
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
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{
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render = new TerrainSpriteLayer(w, wr, terrainRenderer.Sheet, BlendMode.Alpha, wr.Palette(info.Palette), wr.World.Type != WorldType.Editor);
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render = new TerrainSpriteLayer(w, wr, terrainRenderer.Sheet, BlendMode.Alpha, wr.World.Type != WorldType.Editor);
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paletteReference = wr.Palette(info.Palette);
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}
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public void AddTile(CPos cell, TerrainTile tile)
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@@ -100,7 +102,7 @@ namespace OpenRA.Mods.D2k.Traits
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// Terrain tiles define their origin at the topleft
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var s = terrainRenderer.TileSprite(tile.Value);
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var ss = new Sprite(s.Sheet, s.Bounds, s.ZRamp, float2.Zero, s.Channel, s.BlendMode);
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render.Update(kv.Key, ss, false);
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render.Update(kv.Key, ss, paletteReference, false);
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}
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else
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render.Clear(kv.Key);
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