Clean up LineRenderer whitespace (no code changes).

This commit is contained in:
Paul Chote
2013-06-11 18:48:11 +12:00
parent ef95faa9b9
commit da8202a15e

View File

@@ -21,10 +21,10 @@ namespace OpenRA.Graphics
Renderer renderer; Renderer renderer;
IShader shader; IShader shader;
Vertex[] vertices = new Vertex[ Renderer.TempBufferSize ]; Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
int nv = 0; int nv = 0;
public LineRenderer( Renderer renderer, IShader shader ) public LineRenderer(Renderer renderer, IShader shader)
{ {
this.renderer = renderer; this.renderer = renderer;
this.shader = shader; this.shader = shader;
@@ -32,49 +32,49 @@ namespace OpenRA.Graphics
public void Flush() public void Flush()
{ {
if( nv > 0 ) if (nv > 0)
{ {
shader.Render( () => shader.Render(() =>
{ {
var vb = renderer.GetTempVertexBuffer(); var vb = renderer.GetTempVertexBuffer();
vb.SetData( vertices, nv ); vb.SetData(vertices, nv);
renderer.SetLineWidth(LineWidth * Game.viewport.Zoom); renderer.SetLineWidth(LineWidth * Game.viewport.Zoom);
renderer.DrawBatch( vb, 0, nv, PrimitiveType.LineList ); renderer.DrawBatch(vb, 0, nv, PrimitiveType.LineList);
} ); });
nv = 0; nv = 0;
} }
} }
public void DrawRect( float2 tl, float2 br, Color c ) public void DrawRect(float2 tl, float2 br, Color c)
{ {
var tr = new float2( br.X, tl.Y ); var tr = new float2(br.X, tl.Y);
var bl = new float2( tl.X, br.Y ); var bl = new float2(tl.X, br.Y);
DrawLine( tl, tr, c, c ); DrawLine(tl, tr, c, c);
DrawLine( tl, bl, c, c ); DrawLine(tl, bl, c, c);
DrawLine( tr, br, c, c ); DrawLine(tr, br, c, c);
DrawLine( bl, br, c, c ); DrawLine(bl, br, c, c);
} }
public void DrawLine( float2 start, float2 end, Color startColor, Color endColor ) public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
{ {
Renderer.CurrentBatchRenderer = this; Renderer.CurrentBatchRenderer = this;
if( nv + 2 > Renderer.TempBufferSize ) if (nv + 2 > Renderer.TempBufferSize)
Flush(); Flush();
vertices[ nv++ ] = new Vertex( start + offset, vertices[nv++] = new Vertex(start + offset,
new float2( startColor.R / 255.0f, startColor.G / 255.0f ), new float2(startColor.R / 255.0f, startColor.G / 255.0f),
new float2( startColor.B / 255.0f, startColor.A / 255.0f ) ); new float2(startColor.B / 255.0f, startColor.A / 255.0f));
vertices[ nv++ ] = new Vertex( end + offset, vertices[nv++] = new Vertex(end + offset,
new float2( endColor.R / 255.0f, endColor.G / 255.0f ), new float2(endColor.R / 255.0f, endColor.G / 255.0f),
new float2( endColor.B / 255.0f, endColor.A / 255.0f ) ); new float2(endColor.B / 255.0f, endColor.A / 255.0f));
} }
public void FillRect( RectangleF r, Color color ) public void FillRect(RectangleF r, Color color)
{ {
for (float y = r.Top; y < r.Bottom; y++) for (var y = r.Top; y < r.Bottom; y++)
DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color); DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color);
} }