Commit Graph

659 Commits

Author SHA1 Message Date
Paul Chote
bf3d337913 Support alternate sequence ordering for ts and d2k. Fixes #3333. 2013-05-28 22:37:07 +12:00
Paul Chote
a11e403084 Draw turrets, spinners, rotors at ZOffset +1 relative to the body. 2013-05-24 18:18:47 +12:00
Paul Chote
25dd8d9fa7 Fix aircraft shadow render order. 2013-05-23 21:25:11 +12:00
Paul Chote
e382dc9b71 Remove obsolete functions from WorldRenderer. 2013-05-17 18:12:28 +12:00
Paul Chote
e1290dca47 Round PxPosition to the nearest pixel. 2013-05-17 18:12:28 +12:00
Paul Chote
ca5f2c3785 Split Renderable into an IRenderable interface and SpriteRenderable implementation. 2013-05-17 18:12:28 +12:00
Paul Chote
9b7aaebcbc Rewrite RenderCargo -> WithCargo.
Now uses world coordinates and properly displays
cargo at all facings.
2013-05-17 18:12:27 +12:00
Paul Chote
462478afdf Convert building rendering to world coordinates. 2013-05-17 18:12:27 +12:00
Paul Chote
fe716e76a7 Convert AnimationWithOffset to world coords.
Animations (via Actor.CenterPosition) now
understand Altitude, so there is potential for
mis-positioned animations if any existing altitude
hacks were missed.
2013-05-17 18:12:27 +12:00
Paul Chote
fb17654ea0 Convert Renderable to World Coordinates internally. 2013-05-17 18:12:26 +12:00
Paul Chote
d878c96343 Change Renderable to take centered positions. 2013-05-17 18:12:26 +12:00
Paul Chote
d103a187f6 Make the guts of Renderable private. 2013-05-17 18:12:26 +12:00
Paul Chote
7719ad1f2d Move Renderable into its own file. 2013-05-17 18:12:26 +12:00
Matthias Mailänder
881fcf1191 added in-game SHP viewer with frame slider 2013-05-15 18:13:33 +02:00
Paul Chote
f5d59fab22 Fix #2106.
The current tilesets only use only ~3% of the
available sheet space, so a future patch may want
to look into decreasing the terrain sheet size to
save some GPU memory.
2013-05-15 20:36:30 +12:00
Paul Chote
4ebe547a05 Allow SheetBuilder to generate 1/2/4 channel sheets.
This makes the SpriteFont RBGA sprite hack explicit,
and adds a DualIndexed option to be used by the voxel
renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
28d4df355d Tidy Sprite. 2013-05-15 20:18:41 +12:00
Paul Chote
891158ca44 Allow SheetBuilder to throw an exception on sheet overflow.
This removes unnecessary checks from TerrainRenderer
and will be used in the voxel renderer.
2013-05-15 20:18:41 +12:00
Paul Chote
c13c989fe8 Allow sheet contents to be exported to bitmap. 2013-05-15 19:24:19 +12:00
Paul Chote
7d543abb92 Always store Sheet data as bytes. 2013-05-15 19:24:19 +12:00
Paul Chote
6dd62d7806 Fix Animation formatting (no code changes). 2013-05-15 19:24:18 +12:00
Paul Chote
ccbfacec62 Tidy TerrainRenderer formatting (no code changes). 2013-05-15 19:24:18 +12:00
Matthias Mailänder
2d685ab07d added SHP(TS) support by @katzsmile 2013-05-05 19:19:16 +02:00
Paul Chote
d091789206 Remove sequence warnings for the stable release. Fixes #3142. 2013-05-04 23:20:28 +12:00
Matthias Mailänder
3649342317 be more verbose about missing sequences and files
as requested in #3039
2013-04-20 21:56:29 +02:00
Scott_NZ
2c4c7aa4c0 Fixes TerrainRenderer.Draw() causing a crash because of negative firstRow value 2013-04-19 19:09:29 +12:00
Chris Forbes
405975bd6e fix enemies showing on minimap under fog 2013-04-13 19:15:53 +12:00
Paul Chote
400ad49de0 Allow maps/mods to properly disable fog or shroud (or both). 2013-04-11 22:36:56 +12:00
Paul Chote
248e815d99 More shroud refactoring.
This introduces a hash on Shroud which ShroudRenderer
can observe, removing the need to explicitly twiddle
a dirty flag between objects.

Shroud disabling is now done via RenderPlayer, so
enabling the cheat or winning/losing will now give
vis equivalent to an observer.
2013-04-10 21:08:22 +12:00
Paul Chote
c428cad70c Refactor per-player shrouds & fix shellmap shroud. 2013-04-10 19:36:03 +12:00
Matthias Mailänder
acc8cd1e5e fixes #2885 forgot to enable the cursor palette before drawing
split HardwarePalette.Update into two functions, closes #2847
2013-04-06 08:44:32 +02:00
Matthias Mailänder
6c6f5601d8 make PaletteTexture private and only use it for sprite renders 2013-04-06 08:44:32 +02:00
Matthias Mailänder
63893e97e7 use SharpFont instead of custom Tao.FreeType 2013-04-02 12:46:25 +02:00
Paul Chote
819d315d56 Remove Turret and PVecFloat cruft. 2013-04-01 12:59:50 +13:00
Paul Chote
34a9675744 Remove unnecessary PPos.FromWPosHackZ() usage. 2013-03-31 21:35:30 +13:00
Paul Chote
2f80cd5f92 Pass WorldRenderer to AnimationWithOffset.OffsetFunc. 2013-03-31 19:56:11 +13:00
Paul Chote
9e4bab07e5 Add conversions and helpers for world coordinates. 2013-03-29 20:39:27 +13:00
Matthias Mailänder
851512a84e eliminate public CursorProvider.Palettes
don't hand over the cursor palette to the world renderer at all
still update worldrender palette (set and apply modifiers)
2013-03-25 06:30:39 +01:00
Matthias Mailänder
ba12aafd78 refactor cursor rendering
create a new cursor palette only once and not in WorldRenderer
move cusrsor sequence lookup and drawing to CursorProvider
2013-03-24 21:21:30 +01:00
Matthias Mailänder
227a7a61eb don't crash when trying to get the game assets on first start
wr is null at that stage
2013-03-24 15:16:49 +01:00
Chris Forbes
942cbb2fe2 Merge pull request #2808 from Mailaender/trait-documentation
Auto-Generated Trait Documentation
2013-03-20 17:31:18 -07:00
Matthias Mailänder
c731a7960e embed the previously manually edited outdated documentation
from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
2013-03-20 21:20:27 +01:00
Sascha Biedermann
35f4230984 added contrast to range circle 2013-03-20 18:53:28 +01:00
Matthias Mailänder
1a6a7da9c1 apply recent refactoring to quad renderer 2013-03-10 07:47:00 +01:00
Matthias Mailänder
7d0de5645f Added QuadRenderer to render shaded/colored quads. Added DebugOverlay to World to show A* bidi search cost per cell. 2013-03-10 07:32:35 +01:00
Chris Forbes
da566f3648 Merge pull request #2731 from pchote/renderer-cleanup2
Renderer refactoring - Duplication
2013-03-09 21:08:34 -08:00
Matthias Mailänder
de30f0a917 make fog of war rendering optional for classic mods 2013-03-08 09:40:12 +01:00
Paul Chote
8a53819f50 Redirect IShader calls via respective *Renderers. 2013-03-08 18:21:35 +13:00
Paul Chote
786c3b1f1a Rename uniform setters to avoid future ambiguity. 2013-03-04 19:06:42 +13:00
Chris Forbes
6bd3de8ec8 Fixed #2696: Sequences: Allow stride to be specified.
This allows you to use just some of the frames of an animation
which has multiple facings.

For example, if you have an animation which has 8 facings, and 6 frames
of animation per facing, but you only want to show 3 of them, you can now do:

    Facings: 8
    Length: 3       # the number of frames in each facing to actually use
    Stride: 6       # the number of frames per facing present in the SHP

If Stride is not specified, it defaults to Length, which is the old behavior.
It is an error to specify a stride less than the length -- this would produce
overlapping facings, or weirder.
2013-02-28 09:08:41 +13:00