Commit Graph

218 Commits

Author SHA1 Message Date
Paul Chote
9b576d3fdd Add a visualization layer for renderable geometry. 2013-06-15 19:16:08 +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
fb17654ea0 Convert Renderable to World Coordinates internally. 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
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
Paul Chote
34a9675744 Remove unnecessary PPos.FromWPosHackZ() usage. 2013-03-31 21:35:30 +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
Sascha Biedermann
35f4230984 added contrast to range circle 2013-03-20 18:53:28 +01:00
Paul Chote
82426e0e45 Move Palette from ModData to WorldRenderer. 2013-02-26 09:35:41 +13:00
Paul Chote
3033eb8be0 Die with a helpful error if a palette doesn't exist. 2013-02-26 09:35:41 +13:00
Paul Chote
e9665cf9f3 Remove WorldRenderer.GetPaletteIndex. 2013-02-26 09:35:41 +13:00
Paul Chote
9bc743068a Remove WorldRenderer.GetPalette. 2013-02-26 09:35:41 +13:00
Paul Chote
72a9954491 Simplify PaletteReference interface. 2013-02-26 09:35:40 +13:00
Paul Chote
f890ea010e Pass WorldRenderer to RenderAsTerrain for palette lookup. 2013-02-26 09:24:43 +13:00
Paul Chote
000a5eaa56 Pass WorldRenderer to IRenderModifiers and replace more palette lookups. 2013-02-24 15:45:03 +13:00
Paul Chote
885eec7444 Move effects to WorldRenderer palette lookup. 2013-02-24 15:43:20 +13:00
Paul Chote
95871e6cc1 Add a cache of PaletteReferences to WorldRenderer.
I don't expect any perf improvements by using this
cache, as you're simply moving the row lookup from
render-time to fetch-time. However, this is a
cleaner abstraction, and allows us to fail early
if the palette doesn't exist.
2013-02-24 15:43:19 +13:00
Paul Chote
f0ba0ce2e8 Wrap palette references with a PaletteRef object. 2013-02-24 15:43:15 +13:00
Paul Chote
db7887687b Remove hardcoded list of palette mod exclusions. 2013-02-22 15:04:41 +13:00
James Dunne
9c49143534 New types for cell and pixel coordinate position/vectors. 2012-06-21 15:36:59 -05:00
Tirili
4f505eb6a1 Add ability to disable the shellmap 2011-10-23 13:24:26 +13:00
Chris Forbes
deeef336a1 group IPostRenderSelection impls by type, not by actor 2011-10-23 12:40:08 +13:00
Chris Forbes
ce8267992a remove self parameter from IPostRenderSelection.RenderAfterWorld 2011-10-23 12:23:15 +13:00
Chris Forbes
227bbc109e fix wonky indent in WorldRenderer.cs 2011-10-18 14:55:51 +13:00
Chris Forbes
55036cd58c fix trailing whitespace everywhere 2011-09-26 08:40:39 +13:00
Paul Chote
c84f53c10d Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061. 2011-07-27 21:48:32 +12:00
Paul Chote
fc783ddf80 Support custom zoom levels 2011-07-25 22:23:17 +12:00
Paul Chote
926b396605 Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants. 2011-07-25 22:23:16 +12:00
Chris Forbes
2da523e824 drop unused WorldRenderer.DrawBox 2011-07-14 20:29:10 +12:00
Chris Forbes
9b3e6c5c4a remove FP sillyness from FindUnits & friends 2011-05-22 20:38:52 +12:00
Chris Forbes
ccc245ded4 reintroduce Cached<T>; use for Actor.Bounds, Actor.ExtendedBounds, which replace Actor.GetBounds(bool) 2011-05-22 20:38:48 +12:00
Chris Forbes
068ee3320e saner IPostRender dispatch 2011-05-04 18:02:34 +12:00
Paul Chote
b0425aff3b Renormalize line endings and fix copyright headers again. 2011-04-07 21:15:42 +12:00
Chris Forbes
8a14662bc1 remove unitinfluence debug, not needed anymore 2011-03-12 22:33:27 +13:00
Chris Forbes
298baac061 add rollovers for health/production 2011-03-05 13:19:13 +13:00
Paul Chote
094907c1a9 Update copyright header. Normalize line endings to LF. 2011-02-13 10:38:57 +13:00
Chris Forbes
a515f95aed adjust range circle rendering 2011-02-11 07:11:29 +13:00
Paul Chote
2daeb45bfe Fix a subtle bug with flying units in spatialbins. Fixes #489. 2011-02-01 22:06:09 +13:00
Paul Chote
2c0a928b48 Fix terrain being drawn using the cursor palette. 2011-01-27 20:50:02 +13:00
Paul Chote
6776d6f906 Load the main menu without loading mixes or creating a shellmap world. A giant hack. 2011-01-27 20:50:00 +13:00
Chris Forbes
dcec748911 fix #436 bridges in wrong place in render sequence 2010-12-20 19:43:25 +13:00
Paul Chote
c6fad7fe98 Render IPreRenderSelection independently of OG. 2010-12-07 21:45:03 +13:00
Paul Chote
fb0e399ab9 Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card). 2010-11-27 11:20:04 +13:00