Clean up LineRenderer whitespace (no code changes).
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@@ -21,10 +21,10 @@ namespace OpenRA.Graphics
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Renderer renderer;
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IShader shader;
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Vertex[] vertices = new Vertex[ Renderer.TempBufferSize ];
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Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
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int nv = 0;
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public LineRenderer( Renderer renderer, IShader shader )
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public LineRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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@@ -32,49 +32,49 @@ namespace OpenRA.Graphics
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public void Flush()
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{
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if( nv > 0 )
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if (nv > 0)
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{
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shader.Render( () =>
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shader.Render(() =>
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{
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var vb = renderer.GetTempVertexBuffer();
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vb.SetData( vertices, nv );
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vb.SetData(vertices, nv);
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renderer.SetLineWidth(LineWidth * Game.viewport.Zoom);
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renderer.DrawBatch( vb, 0, nv, PrimitiveType.LineList );
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} );
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.LineList);
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});
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nv = 0;
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}
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}
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public void DrawRect( float2 tl, float2 br, Color c )
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public void DrawRect(float2 tl, float2 br, Color c)
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{
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var tr = new float2( br.X, tl.Y );
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var bl = new float2( tl.X, br.Y );
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DrawLine( tl, tr, c, c );
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DrawLine( tl, bl, c, c );
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DrawLine( tr, br, c, c );
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DrawLine( bl, br, c, c );
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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DrawLine(tl, tr, c, c);
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DrawLine(tl, bl, c, c);
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DrawLine(tr, br, c, c);
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DrawLine(bl, br, c, c);
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}
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public void DrawLine( float2 start, float2 end, Color startColor, Color endColor )
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public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
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{
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Renderer.CurrentBatchRenderer = this;
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if( nv + 2 > Renderer.TempBufferSize )
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if (nv + 2 > Renderer.TempBufferSize)
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Flush();
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vertices[ nv++ ] = new Vertex( start + offset,
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new float2( startColor.R / 255.0f, startColor.G / 255.0f ),
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new float2( startColor.B / 255.0f, startColor.A / 255.0f ) );
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vertices[nv++] = new Vertex(start + offset,
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new float2(startColor.R / 255.0f, startColor.G / 255.0f),
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new float2(startColor.B / 255.0f, startColor.A / 255.0f));
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vertices[ nv++ ] = new Vertex( end + offset,
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new float2( endColor.R / 255.0f, endColor.G / 255.0f ),
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new float2( endColor.B / 255.0f, endColor.A / 255.0f ) );
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vertices[nv++] = new Vertex(end + offset,
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new float2(endColor.R / 255.0f, endColor.G / 255.0f),
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new float2(endColor.B / 255.0f, endColor.A / 255.0f));
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}
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public void FillRect( RectangleF r, Color color )
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public void FillRect(RectangleF r, Color color)
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{
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for (float y = r.Top; y < r.Bottom; y++)
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for (var y = r.Top; y < r.Bottom; y++)
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DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color);
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}
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