#region Copyright & License Information /* * Copyright 2007-2015 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; namespace OpenRA.Graphics { public class RgbaColorRenderer : Renderer.IBatchRenderer { static readonly float2 Offset = new float2(0.5f, 0.5f); readonly Renderer renderer; readonly IShader shader; readonly Action renderAction; readonly Vertex[] vertices; int nv = 0; public RgbaColorRenderer(Renderer renderer, IShader shader) { this.renderer = renderer; this.shader = shader; vertices = new Vertex[renderer.TempBufferSize]; renderAction = () => renderer.DrawBatch(vertices, nv, PrimitiveType.QuadList); } public void Flush() { if (nv > 0) { renderer.Device.SetBlendMode(BlendMode.Alpha); shader.Render(renderAction); renderer.Device.SetBlendMode(BlendMode.None); nv = 0; } } public void DrawLine(float2 start, float2 end, float width, Color color) { renderer.CurrentBatchRenderer = this; if (nv + 4 > renderer.TempBufferSize) Flush(); var delta = (end - start) / (end - start).Length; var corner = width / 2 * new float2(-delta.Y, delta.X); color = Util.PremultiplyAlpha(color); var r = color.R / 255.0f; var g = color.G / 255.0f; var b = color.B / 255.0f; var a = color.A / 255.0f; vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a); vertices[nv++] = new Vertex(start + corner + Offset, r, g, b, a); vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a); vertices[nv++] = new Vertex(end - corner + Offset, r, g, b, a); } public void FillRect(float2 tl, float2 br, Color color) { renderer.CurrentBatchRenderer = this; if (nv + 4 > renderer.TempBufferSize) Flush(); color = Util.PremultiplyAlpha(color); var r = color.R / 255.0f; var g = color.G / 255.0f; var b = color.B / 255.0f; var a = color.A / 255.0f; vertices[nv++] = new Vertex(new float2(tl.X, tl.Y) + Offset, r, g, b, a); vertices[nv++] = new Vertex(new float2(br.X, tl.Y) + Offset, r, g, b, a); vertices[nv++] = new Vertex(new float2(br.X, br.Y) + Offset, r, g, b, a); vertices[nv++] = new Vertex(new float2(tl.X, br.Y) + Offset, r, g, b, a); } public void FillRect(float2 a, float2 b, float2 c, float2 d, Color color) { renderer.CurrentBatchRenderer = this; if (nv + 4 > renderer.TempBufferSize) Flush(); color = Util.PremultiplyAlpha(color); var cr = color.R / 255.0f; var cg = color.G / 255.0f; var cb = color.B / 255.0f; var ca = color.A / 255.0f; vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca); vertices[nv++] = new Vertex(b + Offset, cr, cg, cb, ca); vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca); vertices[nv++] = new Vertex(d + Offset, cr, cg, cb, ca); } public void FillEllipse(RectangleF r, Color color, int vertices = 32) { // TODO: Create an ellipse polygon instead var a = (r.Right - r.Left) / 2; var b = (r.Bottom - r.Top) / 2; var xc = (r.Right + r.Left) / 2; var yc = (r.Bottom + r.Top) / 2; for (var y = r.Top; y <= r.Bottom; y++) { var dx = a * (float)Math.Sqrt(1 - (y - yc) * (y - yc) / b / b); DrawLine(new float2(xc - dx, y), new float2(xc + dx, y), 1, color); } } public void SetViewportParams(Size screen, float zoom, int2 scroll) { shader.SetVec("Scroll", scroll.X, scroll.Y); shader.SetVec("r1", zoom * 2f / screen.Width, -zoom * 2f / screen.Height); shader.SetVec("r2", -1, 1); } } }