Merge pull request #11091 from pchote/sprite-vertex-depth

Add depth buffer support for sprites.
This commit is contained in:
reaperrr
2016-04-15 15:59:21 +02:00
23 changed files with 105 additions and 60 deletions

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@@ -156,7 +156,7 @@ namespace OpenRA
using (new PerfTimer("NewWorld"))
OrderManager.World = new World(map, OrderManager, type);
worldRenderer = new WorldRenderer(OrderManager.World);
worldRenderer = new WorldRenderer(ModData, OrderManager.World);
using (new PerfTimer("LoadComplete"))
OrderManager.World.LoadComplete(worldRenderer);

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@@ -70,6 +70,7 @@ namespace OpenRA
void EnableDepthBuffer();
void DisableDepthBuffer();
void ClearDepthBuffer();
void SetBlendMode(BlendMode mode);

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@@ -66,7 +66,7 @@ namespace OpenRA.Graphics
{
// Don't bother allocating empty sprites
if (size.Width == 0 || size.Height == 0)
return new Sprite(current, Rectangle.Empty, spriteOffset, channel, BlendMode.Alpha);
return new Sprite(current, Rectangle.Empty, 0, spriteOffset, channel, BlendMode.Alpha);
var rect = Allocate(size, spriteOffset);
Util.FastCopyIntoChannel(rect, src);
@@ -129,7 +129,7 @@ namespace OpenRA.Graphics
p = new Point(0, 0);
}
var rect = new Sprite(current, new Rectangle(p, imageSize), spriteOffset, channel, BlendMode.Alpha);
var rect = new Sprite(current, new Rectangle(p, imageSize), 0, spriteOffset, channel, BlendMode.Alpha);
p.X += imageSize.Width;
return rect;

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@@ -81,8 +81,8 @@ namespace OpenRA.Graphics
var cursorSize = CursorProvider.CursorViewportZoomed ? 2.0f * cursorSprite.Size : cursorSprite.Size;
var cursorOffset = CursorProvider.CursorViewportZoomed ?
(2 * cursorSequence.Hotspot) + cursorSprite.Size.ToInt2() :
cursorSequence.Hotspot + (0.5f * cursorSprite.Size).ToInt2();
(2 * cursorSequence.Hotspot) + cursorSprite.Size.XY.ToInt2() :
cursorSequence.Hotspot + (0.5f * cursorSprite.Size.XY).ToInt2();
renderer.SetPalette(palette);
renderer.SpriteRenderer.DrawSprite(cursorSprite,

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@@ -20,24 +20,26 @@ namespace OpenRA.Graphics
public readonly Sheet Sheet;
public readonly BlendMode BlendMode;
public readonly TextureChannel Channel;
public readonly float2 Size;
public readonly float2 Offset;
public readonly float2 FractionalOffset;
public readonly float ZRamp;
public readonly float3 Size;
public readonly float3 Offset;
public readonly float3 FractionalOffset;
public readonly float Top, Left, Bottom, Right;
public Sprite(Sheet sheet, Rectangle bounds, TextureChannel channel)
: this(sheet, bounds, float2.Zero, channel) { }
: this(sheet, bounds, 0, float2.Zero, channel) { }
public Sprite(Sheet sheet, Rectangle bounds, float2 offset, TextureChannel channel, BlendMode blendMode = BlendMode.Alpha)
public Sprite(Sheet sheet, Rectangle bounds, float zRamp, float3 offset, TextureChannel channel, BlendMode blendMode = BlendMode.Alpha)
{
Sheet = sheet;
Bounds = bounds;
Offset = offset;
ZRamp = zRamp;
Channel = channel;
Size = new float2(bounds.Size);
Size = new float3(bounds.Size.Width, bounds.Size.Height, bounds.Size.Height * zRamp);
BlendMode = blendMode;
FractionalOffset = offset / Size;
FractionalOffset = Size.Z != 0 ? offset / Size :
new float3(offset.X / Size.X, offset.Y / Size.Y, 0);
Left = (float)Math.Min(bounds.Left, bounds.Right) / sheet.Size.Width;
Top = (float)Math.Min(bounds.Top, bounds.Bottom) / sheet.Size.Height;

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@@ -49,21 +49,22 @@ namespace OpenRA.Graphics
public IRenderable OffsetBy(WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, isDecoration); }
public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, true); }
float2 ScreenPosition(WorldRenderer wr)
float3 ScreenPosition(WorldRenderer wr)
{
return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size).ToInt2();
var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();
return new float3(xy, wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z);
}
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, sprite.Size * scale);
Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, scale * sprite.Size);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var offset = ScreenPosition(wr) + sprite.Offset;
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset, offset + sprite.Size, 1 / wr.Viewport.Zoom, Color.Red);
var offset = ScreenPosition(wr) + sprite.Offset.XY;
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + sprite.Size).XY, 1 / wr.Viewport.Zoom, Color.Red);
}
public Rectangle ScreenBounds(WorldRenderer wr)

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@@ -59,17 +59,17 @@ namespace OpenRA.Graphics
currentSheet = s.Sheet;
}
public void DrawSprite(Sprite s, float2 location, PaletteReference pal)
public void DrawSprite(Sprite s, float3 location, PaletteReference pal)
{
DrawSprite(s, location, pal.TextureIndex, s.Size);
}
public void DrawSprite(Sprite s, float2 location, PaletteReference pal, float2 size)
public void DrawSprite(Sprite s, float3 location, PaletteReference pal, float3 size)
{
DrawSprite(s, location, pal.TextureIndex, size);
}
void DrawSprite(Sprite s, float2 location, float paletteTextureIndex, float2 size)
void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
@@ -77,17 +77,17 @@ namespace OpenRA.Graphics
}
// For RGBASpriteRenderer, which doesn't use palettes
public void DrawSprite(Sprite s, float2 location)
public void DrawSprite(Sprite s, float3 location)
{
DrawSprite(s, location, 0, s.Size);
}
public void DrawSprite(Sprite s, float2 location, float2 size)
public void DrawSprite(Sprite s, float3 location, float3 size)
{
DrawSprite(s, location, 0, size);
}
public void DrawSprite(Sprite s, float2 a, float2 b, float2 c, float2 d)
public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);

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@@ -84,7 +84,7 @@ namespace OpenRA.Graphics
// Ignore the offsets baked into R8 sprites
if (tileset.IgnoreTileSpriteOffsets)
allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, float2.Zero, s.Channel, s.BlendMode));
allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, s.ZRamp, float2.Zero, s.Channel, s.BlendMode));
templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length));
}

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@@ -48,13 +48,13 @@ namespace OpenRA.Graphics
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
Game.Renderer.SpriteRenderer.DrawSprite(sprite, screenPos, palette, sprite.Size * scale);
Game.Renderer.SpriteRenderer.DrawSprite(sprite, screenPos, palette, scale * sprite.Size);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var offset = screenPos + sprite.Offset;
Game.Renderer.RgbaColorRenderer.DrawRect(offset, offset + sprite.Size, 1, Color.Red);
var offset = screenPos + sprite.Offset.XY;
Game.Renderer.RgbaColorRenderer.DrawRect(offset, offset + sprite.Size.XY, 1, Color.Red);
}
public Rectangle ScreenBounds(WorldRenderer wr)

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@@ -34,8 +34,9 @@ namespace OpenRA.Graphics
readonly TerrainRenderer terrainRenderer;
readonly Lazy<DeveloperMode> devTrait;
readonly Func<string, PaletteReference> createPaletteReference;
readonly bool enableDepthBuffer;
internal WorldRenderer(World world)
internal WorldRenderer(ModData modData, World world)
{
World = world;
TileSize = World.Map.Grid.TileSize;
@@ -43,6 +44,9 @@ namespace OpenRA.Graphics
createPaletteReference = CreatePaletteReference;
var mapGrid = modData.Manifest.Get<MapGrid>();
enableDepthBuffer = mapGrid.EnableDepthBuffer;
foreach (var pal in world.TraitDict.ActorsWithTrait<ILoadsPalettes>())
pal.Trait.LoadPalettes(this);
@@ -133,18 +137,27 @@ namespace OpenRA.Graphics
var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
Game.Renderer.EnableScissor(bounds);
if (enableDepthBuffer)
Game.Renderer.Device.EnableDepthBuffer();
terrainRenderer.Draw(this, Viewport);
Game.Renderer.Flush();
for (var i = 0; i < renderables.Count; i++)
renderables[i].Render(this);
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IPostRender>())
if (a.Actor.IsInWorld && !a.Actor.Disposed)
a.Trait.RenderAfterWorld(this, a.Actor);
var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IRenderShroud>())
a.Trait.RenderShroud(this, renderShroud);
@@ -152,6 +165,9 @@ namespace OpenRA.Graphics
for (var i = 0; i < renderables.Count; i++)
renderables[i].RenderDebugGeometry(this);
if (enableDepthBuffer)
Game.Renderer.Device.DisableDepthBuffer();
Game.Renderer.DisableScissor();
var overlayRenderables = World.Selection.Actors.Where(a => !a.Disposed)
@@ -209,6 +225,12 @@ namespace OpenRA.Graphics
return new float2(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f);
}
public float3 Screen3DPosition(WPos pos)
{
var z = ZPosition(pos, 0) * TileSize.Height / 1024f;
return new float3(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f, z);
}
public int2 ScreenPxPosition(WPos pos)
{
// Round to nearest pixel

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@@ -255,6 +255,12 @@ namespace OpenRA
Device.DisableDepthBuffer();
}
public void ClearDepthBuffer()
{
Flush();
Device.ClearDepthBuffer();
}
public void GrabWindowMouseFocus()
{
Device.GrabWindowMouseFocus();

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@@ -79,6 +79,7 @@ namespace OpenRA.Mods.Common.Graphics
public int Facings { get; private set; }
public int Tick { get; private set; }
public int ZOffset { get; private set; }
public float ZRamp { get; private set; }
public int ShadowStart { get; private set; }
public int ShadowZOffset { get; private set; }
public int[] Frames { get; private set; }
@@ -119,6 +120,7 @@ namespace OpenRA.Mods.Common.Graphics
ShadowStart = LoadField(d, "ShadowStart", -1);
ShadowZOffset = LoadField(d, "ShadowZOffset", DefaultShadowSpriteZOffset).Length;
ZOffset = LoadField(d, "ZOffset", WDist.Zero).Length;
ZRamp = LoadField(d, "ZRamp", 0);
Tick = LoadField(d, "Tick", 40);
transpose = LoadField(d, "Transpose", false);
Frames = LoadField<int[]>(d, "Frames", null);
@@ -139,7 +141,7 @@ namespace OpenRA.Mods.Common.Graphics
"{0}: Sequence {1}.{2}: UseClassicFacingFudge is only valid for 32 facings"
.F(info.Nodes[0].Location, sequence, animation));
var offset = LoadField(d, "Offset", float2.Zero);
var offset = LoadField(d, "Offset", float3.Zero);
var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
MiniYaml combine;
@@ -159,7 +161,7 @@ namespace OpenRA.Mods.Common.Graphics
var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
var subSprites = cache[subSrc].Select(
s => new Sprite(s.Sheet,
FlipRectangle(s.Bounds, subFlipX, subFlipY),
FlipRectangle(s.Bounds, subFlipX, subFlipY), ZRamp,
new float2(subFlipX ? -s.Offset.X : s.Offset.X, subFlipY ? -s.Offset.Y : s.Offset.Y) + subOffset + offset,
s.Channel, blendMode));
@@ -182,7 +184,7 @@ namespace OpenRA.Mods.Common.Graphics
var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
sprites = cache[src].Select(
s => new Sprite(s.Sheet,
FlipRectangle(s.Bounds, flipX, flipY),
FlipRectangle(s.Bounds, flipX, flipY), ZRamp,
new float2(flipX ? -s.Offset.X : s.Offset.X, flipY ? -s.Offset.Y : s.Offset.Y) + offset,
s.Channel, blendMode)).ToArray();
}

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@@ -129,7 +129,7 @@ namespace OpenRA.Mods.Common.Graphics
// Draw sprite rect
var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset, offset + renderProxy.Sprite.Size, iz, Color.Red);
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + renderProxy.Sprite.Size).XY, iz, Color.Red);
// Draw transformed shadow sprite rect
var c = Color.Purple;

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@@ -228,7 +228,7 @@ namespace OpenRA.Mods.Common.Traits
{
return anims.Where(b => b.IsVisible
&& b.Animation.Animation.CurrentSequence != null)
.Select(a => (a.Animation.Animation.Image.Size * info.Scale).ToInt2())
.Select(a => (a.Animation.Animation.Image.Size.XY * info.Scale).ToInt2())
.FirstOrDefault();
}
}

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@@ -109,7 +109,7 @@ namespace OpenRA.Mods.Common.Traits
pipImages.PlayFetchIndex("groups", () => (int)group);
pipImages.Tick();
var pos = basePosition - (0.5f * pipImages.Image.Size).ToInt2() + new int2(9, 5);
var pos = basePosition - (0.5f * pipImages.Image.Size.XY).ToInt2() + new int2(9, 5);
yield return new UISpriteRenderable(pipImages.Image, self.CenterPosition, pos, 0, pal, 1f);
}
@@ -122,7 +122,7 @@ namespace OpenRA.Mods.Common.Traits
var pipImages = new Animation(self.World, "pips");
pipImages.PlayRepeating(PipStrings[0]);
var pipSize = pipImages.Image.Size.ToInt2();
var pipSize = pipImages.Image.Size.XY.ToInt2();
var pipxyBase = basePosition + new int2(1 - pipSize.X / 2, -(3 + pipSize.Y / 2));
var pipxyOffset = new int2(0, 0);
var pal = wr.Palette(Info.Palette);

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@@ -99,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits
return Enumerable.Empty<IRenderable>();
var bounds = self.VisualBounds;
var halfSize = (0.5f * Anim.Image.Size).ToInt2();
var halfSize = (0.5f * Anim.Image.Size.XY).ToInt2();
var boundsOffset = new int2(bounds.Left + bounds.Right, bounds.Top + bounds.Bottom) / 2;
var sizeOffset = -halfSize;

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@@ -71,10 +71,10 @@ namespace OpenRA.Mods.Common.Traits
struct TileInfo
{
public readonly float2 ScreenPosition;
public readonly float3 ScreenPosition;
public readonly byte Variant;
public TileInfo(float2 screenPosition, byte variant)
public TileInfo(float3 screenPosition, byte variant)
{
ScreenPosition = screenPosition;
Variant = variant;
@@ -158,7 +158,7 @@ namespace OpenRA.Mods.Common.Traits
foreach (var uv in w.Map.AllCells.MapCoords)
{
var pos = w.Map.CenterOfCell(uv.ToCPos(map));
var screen = wr.ScreenPosition(pos - new WVec(0, 0, pos.Z));
var screen = wr.Screen3DPosition(pos - new WVec(0, 0, pos.Z));
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tileInfos[uv] = new TileInfo(screen, variant);
}

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@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Widgets
if (sprite != cachedSprite)
{
offset = 0.5f * (new float2(RenderBounds.Size) - sprite.Size);
offset = 0.5f * (new float2(RenderBounds.Size) - sprite.Size.XY);
cachedSprite = sprite;
}

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@@ -51,7 +51,7 @@ namespace OpenRA.Mods.D2k.Traits
// Terrain tiles define their origin at the topleft
var s = theater.TileSprite(tile);
dirty[cell] = new Sprite(s.Sheet, s.Bounds, float2.Zero, s.Channel, s.BlendMode);
dirty[cell] = new Sprite(s.Sheet, s.Bounds, s.ZRamp, float2.Zero, s.Channel, s.BlendMode);
}
public void TickRender(WorldRenderer wr, Actor self)

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@@ -72,6 +72,7 @@ namespace OpenRA.Platforms.Default
// Depth buffer
public const int GL_DEPTH_COMPONENT = 0x1902;
public const int GL_LEQUAL = 0x0203;
// BlendingFactorDest
public const int GL_ZERO = 0;
@@ -276,6 +277,9 @@ namespace OpenRA.Platforms.Default
public delegate void BlendFunc(int sfactor, int dfactor);
public static BlendFunc glBlendFunc { get; private set; }
public delegate void DepthFunc(int func);
public static DepthFunc glDepthFunc { get; private set; }
public delegate void Scissor(int x, int y, int width, int height);
public static Scissor glScissor { get; private set; }
@@ -418,6 +422,7 @@ namespace OpenRA.Platforms.Default
glDisable = Bind<Disable>("glDisable");
glBlendEquation = Bind<BlendEquation>("glBlendEquation");
glBlendFunc = Bind<BlendFunc>("glBlendFunc");
glDepthFunc = Bind<DepthFunc>("glDepthFunc");
glScissor = Bind<Scissor>("glScissor");
glPushClientAttrib = Bind<PushClientAttrib>("glPushClientAttrib");
glPopClientAttrib = Bind<PopClientAttrib>("glPopClientAttrib");

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@@ -213,7 +213,7 @@ namespace OpenRA.Platforms.Default
VerifyThreadAffinity();
OpenGL.glClearColor(0, 0, 0, 1);
OpenGL.CheckGLError();
OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT);
OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
OpenGL.CheckGLError();
}
@@ -224,6 +224,8 @@ namespace OpenRA.Platforms.Default
OpenGL.CheckGLError();
OpenGL.glEnable(OpenGL.GL_DEPTH_TEST);
OpenGL.CheckGLError();
OpenGL.glDepthFunc(OpenGL.GL_LEQUAL);
OpenGL.CheckGLError();
}
public void DisableDepthBuffer()
@@ -233,6 +235,13 @@ namespace OpenRA.Platforms.Default
OpenGL.CheckGLError();
}
public void ClearDepthBuffer()
{
VerifyThreadAffinity();
OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
OpenGL.CheckGLError();
}
public void SetBlendMode(BlendMode mode)
{
VerifyThreadAffinity();

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@@ -17,25 +17,20 @@ void main()
if (c.a == 0.0)
discard;
if (EnableDepthPreview && length(vDepthMask) > 0.0)
{
if (abs(DepthTextureScale) > 0.0)
float depth = gl_FragCoord.z;
if (length(vDepthMask) > 0.0)
{
// Preview vertex aware depth
float depth = gl_FragCoord.z + DepthTextureScale * dot(x, vDepthMask);
depth = depth + DepthTextureScale * dot(x, vDepthMask);
}
// Convert to window coords
depth = 0.5 * depth + 0.5;
gl_FragDepth = 0.5 * depth + 0.5;
// Front of the depth buffer is at 0, but we want to render it as bright
gl_FragColor = vec4(vec3(1.0 - depth), 1.0);
}
else
if (EnableDepthPreview)
{
// Preview boring sprite-only depth
float depth = dot(x, vDepthMask);
gl_FragColor = vec4(depth, depth, depth, 1.0);
}
// Front of the depth buffer is at 0, but we want to render it as bright
gl_FragColor = vec4(vec3(1.0 - gl_FragDepth), 1.0);
}
else
gl_FragColor = c;

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@@ -274,6 +274,7 @@ resources:
Length: 12
ShadowStart: 12
Offset: 0, -12
ZRamp: 1
tib01: tib01
tib02: tib02
tib03: tib03
@@ -302,6 +303,7 @@ resources:
shroud:
Defaults:
Offset: 0, -1
ZRamp: 1
shroud:
Length: *
fog: fog