Use RgbaColorRenderer in TerrainGeometryOverlay.

This commit is contained in:
Paul Chote
2015-12-10 17:10:31 +00:00
parent cdf4aaf2b8
commit b35762f537

View File

@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Traits
var map = wr.World.Map;
var tileSet = wr.World.TileSet;
var lr = Game.Renderer.WorldLineRenderer;
var wcr = Game.Renderer.WorldRgbaColorRenderer;
var colors = wr.World.TileSet.HeightDebugColors;
var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
@@ -71,22 +71,18 @@ namespace OpenRA.Mods.Common.Traits
var color = corners.Select(c => colors[height + c.Z / 512]).ToArray();
var pos = map.CenterOfCell(uv.ToCPos(map));
var screen = corners.Select(c => wr.ScreenPxPosition(pos + c).ToFloat2()).ToArray();
var width = (uv == mouseCell ? 3 : 1) / wr.Viewport.Zoom;
if (uv == mouseCell)
lr.LineWidth = 3;
// Colors change between points, so render separately
for (var i = 0; i < 4; i++)
{
var j = (i + 1) % 4;
lr.DrawLine(screen[i], screen[j], color[i], color[j]);
wcr.DrawLine(screen[i], screen[j], width, color[i], color[j]);
}
lr.LineWidth = 1;
}
// Projected cell coordinates for the current cell
var projectedCorners = map.CellCorners[0];
lr.LineWidth = 3;
foreach (var puv in map.ProjectedCellsCovering(mouseCell))
{
var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
@@ -94,11 +90,9 @@ namespace OpenRA.Mods.Common.Traits
for (var i = 0; i < 4; i++)
{
var j = (i + 1) % 4;
lr.DrawLine(screen[i], screen[j], Color.Navy);
wcr.DrawLine(screen[i], screen[j], 3 / wr.Viewport.Zoom, Color.Navy);
}
}
lr.LineWidth = 1;
}
}
}