#region Copyright & License Information /* * Copyright 2007-2011 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.Drawing; using OpenRA.FileFormats.Graphics; namespace OpenRA.Graphics { public class LineRenderer : Renderer.IBatchRenderer { public float LineWidth = 1f; static float2 offset = new float2(0.5f,0.5f); Renderer renderer; IShader shader; Vertex[] vertices = new Vertex[Renderer.TempBufferSize]; int nv = 0; public LineRenderer(Renderer renderer, IShader shader) { this.renderer = renderer; this.shader = shader; } public void Flush() { if (nv > 0) { renderer.Device.SetBlendMode(BlendMode.Alpha); shader.Render(() => { var vb = renderer.GetTempVertexBuffer(); vb.SetData(vertices, nv); renderer.SetLineWidth(LineWidth * Game.Zoom); renderer.DrawBatch(vb, 0, nv, PrimitiveType.LineList); }); renderer.Device.SetBlendMode(BlendMode.None); nv = 0; } } public void DrawRect(float2 tl, float2 br, Color c) { var tr = new float2(br.X, tl.Y); var bl = new float2(tl.X, br.Y); DrawLine(tl, tr, c, c); DrawLine(tl, bl, c, c); DrawLine(tr, br, c, c); DrawLine(bl, br, c, c); } public void DrawLine(float2 start, float2 end, Color startColor, Color endColor) { Renderer.CurrentBatchRenderer = this; if (nv + 2 > Renderer.TempBufferSize) Flush(); vertices[nv++] = new Vertex(start + offset, new float2(startColor.R / 255.0f, startColor.G / 255.0f), new float2(startColor.B / 255.0f, startColor.A / 255.0f)); vertices[nv++] = new Vertex(end + offset, new float2(endColor.R / 255.0f, endColor.G / 255.0f), new float2(endColor.B / 255.0f, endColor.A / 255.0f)); } public void FillRect(RectangleF r, Color color) { for (var y = r.Top; y < r.Bottom; y++) DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color); } public void SetViewportParams(Size screen, float zoom, float2 scroll) { shader.SetVec("Scroll", (int)scroll.X, (int)scroll.Y); shader.SetVec("r1", zoom*2f/screen.Width, -zoom*2f/screen.Height); shader.SetVec("r2", -1, 1); } } }