Draw voxel debug annotations using the UI renderers.
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@@ -132,23 +132,22 @@ namespace OpenRA.Mods.Common.Graphics
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var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - model.pos.Z) / 1024f;
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var pxOrigin = wr.Screen3DPosition(model.pos);
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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var iz = 1 / wr.Viewport.Zoom;
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// Draw sprite rect
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var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + renderProxy.Sprite.Size).XY, iz, Color.Red);
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + renderProxy.Sprite.Size).XY, 1, Color.Red);
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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var psb = renderProxy.ProjectedShadowBounds;
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Game.Renderer.WorldRgbaColorRenderer.DrawPolygon(new[]
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Game.Renderer.RgbaColorRenderer.DrawPolygon(new float2[]
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{
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shadowOrigin + psb[1],
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shadowOrigin + psb[3],
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shadowOrigin + psb[0],
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shadowOrigin + psb[2]
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}, iz, c);
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wr.Viewport.WorldToViewPx(shadowOrigin + psb[1]),
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wr.Viewport.WorldToViewPx(shadowOrigin + psb[3]),
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wr.Viewport.WorldToViewPx(shadowOrigin + psb[0]),
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wr.Viewport.WorldToViewPx(shadowOrigin + psb[2])
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}, 1, c);
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// Draw bounding box
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var draw = model.models.Where(v => v.IsVisible);
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@@ -163,35 +162,35 @@ namespace OpenRA.Mods.Common.Graphics
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var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
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var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
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DrawBoundsBox(pxPos, screenTransform, bounds, iz, Color.Yellow);
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DrawBoundsBox(wr, pxPos, screenTransform, bounds, 1, Color.Yellow);
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}
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}
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static readonly uint[] CornerXIndex = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
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static readonly uint[] CornerYIndex = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
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static readonly uint[] CornerZIndex = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
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static void DrawBoundsBox(float3 pxPos, float[] transform, float[] bounds, float width, Color c)
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static void DrawBoundsBox(WorldRenderer wr, float3 pxPos, float[] transform, float[] bounds, float width, Color c)
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{
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var corners = new float3[8];
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var cr = Game.Renderer.RgbaColorRenderer;
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var corners = new float2[8];
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for (var i = 0; i < 8; i++)
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{
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var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
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var vec = new[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
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var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(transform, vec);
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corners[i] = pxPos + new float3(screen[0], screen[1], screen[2]);
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corners[i] = wr.Viewport.WorldToViewPx(pxPos + new float3(screen[0], screen[1], screen[2]));
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}
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// Front face
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wcr.DrawPolygon(new[] { corners[0], corners[1], corners[3], corners[2] }, width, c);
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cr.DrawPolygon(new[] { corners[0], corners[1], corners[3], corners[2] }, width, c);
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// Back face
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wcr.DrawPolygon(new[] { corners[4], corners[5], corners[7], corners[6] }, width, c);
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cr.DrawPolygon(new[] { corners[4], corners[5], corners[7], corners[6] }, width, c);
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// Horizontal edges
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wcr.DrawLine(corners[0], corners[4], width, c);
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wcr.DrawLine(corners[1], corners[5], width, c);
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wcr.DrawLine(corners[2], corners[6], width, c);
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wcr.DrawLine(corners[3], corners[7], width, c);
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cr.DrawLine(corners[0], corners[4], width, c);
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cr.DrawLine(corners[1], corners[5], width, c);
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cr.DrawLine(corners[2], corners[6], width, c);
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cr.DrawLine(corners[3], corners[7], width, c);
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}
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public Rectangle ScreenBounds(WorldRenderer wr)
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