Renderer.RgbaSpriteRenderer is kept as a thin wrapper to maintain compatibility with consumer code.
337 lines
11 KiB
C#
337 lines
11 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public sealed class WorldRenderer : IDisposable
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{
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public static readonly Func<IRenderable, int> RenderableScreenZPositionComparisonKey =
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r => ZPosition(r.Pos, r.ZOffset);
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public readonly Size TileSize;
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public readonly int TileScale;
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public readonly World World;
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public readonly Theater Theater;
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public Viewport Viewport { get; private set; }
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public event Action PaletteInvalidated = null;
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readonly HashSet<Actor> onScreenActors = new HashSet<Actor>();
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readonly HardwarePalette palette = new HardwarePalette();
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readonly Dictionary<string, PaletteReference> palettes = new Dictionary<string, PaletteReference>();
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readonly TerrainRenderer terrainRenderer;
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readonly Lazy<DebugVisualizations> debugVis;
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readonly Func<string, PaletteReference> createPaletteReference;
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readonly bool enableDepthBuffer;
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bool lastDepthPreviewEnabled;
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internal WorldRenderer(ModData modData, World world)
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{
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World = world;
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TileSize = World.Map.Grid.TileSize;
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TileScale = World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448 : 1024;
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Viewport = new Viewport(this, world.Map);
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createPaletteReference = CreatePaletteReference;
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var mapGrid = modData.Manifest.Get<MapGrid>();
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enableDepthBuffer = mapGrid.EnableDepthBuffer;
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foreach (var pal in world.TraitDict.ActorsWithTrait<ILoadsPalettes>())
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pal.Trait.LoadPalettes(this);
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foreach (var p in world.Players)
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UpdatePalettesForPlayer(p.InternalName, p.Color, false);
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palette.Initialize();
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Theater = new Theater(world.Map.Rules.TileSet);
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terrainRenderer = new TerrainRenderer(world, this);
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debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
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}
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public void UpdatePalettesForPlayer(string internalName, HSLColor color, bool replaceExisting)
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{
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foreach (var pal in World.WorldActor.TraitsImplementing<ILoadsPlayerPalettes>())
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pal.LoadPlayerPalettes(this, internalName, color, replaceExisting);
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}
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PaletteReference CreatePaletteReference(string name)
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{
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var pal = palette.GetPalette(name);
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return new PaletteReference(name, palette.GetPaletteIndex(name), pal, palette);
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}
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public PaletteReference Palette(string name) { return palettes.GetOrAdd(name, createPaletteReference); }
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public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers = false, bool allowOverwrite = false)
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{
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if (allowOverwrite && palette.Contains(name))
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ReplacePalette(name, pal);
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else
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{
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var oldHeight = palette.Height;
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palette.AddPalette(name, pal, allowModifiers);
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if (oldHeight != palette.Height && PaletteInvalidated != null)
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PaletteInvalidated();
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}
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}
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public void ReplacePalette(string name, IPalette pal)
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{
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palette.ReplacePalette(name, pal);
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// Update cached PlayerReference if one exists
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if (palettes.ContainsKey(name))
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palettes[name].Palette = pal;
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}
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List<IFinalizedRenderable> GenerateRenderables()
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{
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var actors = onScreenActors.Append(World.WorldActor);
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if (World.RenderPlayer != null)
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actors = actors.Append(World.RenderPlayer.PlayerActor);
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var worldRenderables = actors.SelectMany(a => a.Render(this));
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if (World.OrderGenerator != null)
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worldRenderables = worldRenderables.Concat(World.OrderGenerator.Render(this, World));
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// Unpartitioned effects
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worldRenderables = worldRenderables.Concat(World.UnpartitionedEffects.SelectMany(e => e.Render(this)));
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// Partitioned, currently on-screen effects
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var effectRenderables = World.ScreenMap.RenderableEffectsInBox(Viewport.TopLeft, Viewport.BottomRight);
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worldRenderables = worldRenderables.Concat(effectRenderables.SelectMany(e => e.Render(this)));
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worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
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Game.Renderer.WorldModelRenderer.BeginFrame();
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var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList();
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Game.Renderer.WorldModelRenderer.EndFrame();
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return renderables;
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}
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List<IFinalizedRenderable> GenerateOverlayRenderables()
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{
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var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>()
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.Where(a => a.Actor.IsInWorld && !a.Actor.Disposed && (!a.Trait.SpatiallyPartitionable || onScreenActors.Contains(a.Actor)))
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.SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this));
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var aboveShroudSelected = World.Selection.Actors.Where(a => a.IsInWorld && !a.Disposed)
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.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
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.Where(t => !t.SpatiallyPartitionable || onScreenActors.Contains(a))
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.SelectMany(t => t.RenderAboveShroud(a, this)));
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var aboveShroudEffects = World.Effects.Select(e => e as IEffectAboveShroud)
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.Where(e => e != null)
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.SelectMany(e => e.RenderAboveShroud(this));
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var aboveShroudOrderGenerator = SpriteRenderable.None;
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if (World.OrderGenerator != null)
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aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
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var overlayRenderables = aboveShroud
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.Concat(aboveShroudSelected)
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.Concat(aboveShroudEffects)
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.Concat(aboveShroudOrderGenerator);
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Game.Renderer.WorldModelRenderer.BeginFrame();
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var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this)).ToList();
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Game.Renderer.WorldModelRenderer.EndFrame();
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return finalOverlayRenderables;
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}
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public void Draw()
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{
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if (World.WorldActor.Disposed)
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return;
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if (debugVis.Value != null && lastDepthPreviewEnabled != debugVis.Value.DepthBuffer)
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{
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lastDepthPreviewEnabled = debugVis.Value.DepthBuffer;
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled);
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}
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RefreshPalette();
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onScreenActors.UnionWith(World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight));
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var renderables = GenerateRenderables();
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var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
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Game.Renderer.EnableScissor(bounds);
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if (enableDepthBuffer)
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Game.Renderer.Device.EnableDepthBuffer();
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terrainRenderer.Draw(this, Viewport);
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Game.Renderer.Flush();
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].Render(this);
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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foreach (var a in World.ActorsWithTrait<IRenderAboveWorld>())
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if (a.Actor.IsInWorld && !a.Actor.Disposed)
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a.Trait.RenderAboveWorld(a.Actor, this);
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var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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foreach (var a in World.ActorsWithTrait<IRenderShroud>())
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a.Trait.RenderShroud(renderShroud, this);
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if (enableDepthBuffer)
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Game.Renderer.Device.DisableDepthBuffer();
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Game.Renderer.DisableScissor();
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var finalOverlayRenderables = GenerateOverlayRenderables();
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// HACK: Keep old grouping behaviour
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var groupedOverlayRenderables = finalOverlayRenderables.GroupBy(prs => prs.GetType());
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foreach (var g in groupedOverlayRenderables)
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foreach (var r in g)
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r.Render(this);
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if (debugVis.Value != null && debugVis.Value.RenderGeometry)
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{
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].RenderDebugGeometry(this);
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foreach (var g in groupedOverlayRenderables)
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foreach (var r in g)
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r.RenderDebugGeometry(this);
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}
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if (debugVis.Value != null && debugVis.Value.ScreenMap)
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{
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foreach (var r in World.ScreenMap.RenderBounds(World.RenderPlayer))
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(
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new float3(r.Left, r.Top, r.Bottom),
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new float3(r.Right, r.Bottom, r.Bottom),
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1 / Viewport.Zoom, Color.MediumSpringGreen);
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foreach (var r in World.ScreenMap.MouseBounds(World.RenderPlayer))
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(
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new float3(r.Left, r.Top, r.Bottom),
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new float3(r.Right, r.Bottom, r.Bottom),
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1 / Viewport.Zoom, Color.OrangeRed);
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}
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Game.Renderer.Flush();
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// PERF: Reuse collection to avoid allocations.
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onScreenActors.Clear();
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}
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public void RefreshPalette()
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{
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palette.ApplyModifiers(World.WorldActor.TraitsImplementing<IPaletteModifier>());
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Game.Renderer.SetPalette(palette);
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}
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// Conversion between world and screen coordinates
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public float2 ScreenPosition(WPos pos)
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{
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return new float2((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale);
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}
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public float3 Screen3DPosition(WPos pos)
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{
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var z = ZPosition(pos, 0) * (float)TileSize.Height / TileScale;
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return new float3((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale, z);
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}
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public int2 ScreenPxPosition(WPos pos)
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{
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// Round to nearest pixel
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var px = ScreenPosition(pos);
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return new int2((int)Math.Round(px.X), (int)Math.Round(px.Y));
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}
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public float3 Screen3DPxPosition(WPos pos)
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{
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// Round to nearest pixel
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var px = Screen3DPosition(pos);
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return new float3((float)Math.Round(px.X), (float)Math.Round(px.Y), px.Z);
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}
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// For scaling vectors to pixel sizes in the model renderer
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public float3 ScreenVectorComponents(WVec vec)
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{
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return new float3(
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(float)TileSize.Width * vec.X / TileScale,
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(float)TileSize.Height * (vec.Y - vec.Z) / TileScale,
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(float)TileSize.Height * vec.Z / TileScale);
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}
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// For scaling vectors to pixel sizes in the model renderer
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public float[] ScreenVector(WVec vec)
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{
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var xyz = ScreenVectorComponents(vec);
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return new[] { xyz.X, xyz.Y, xyz.Z, 1f };
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}
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public int2 ScreenPxOffset(WVec vec)
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{
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// Round to nearest pixel
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var xyz = ScreenVectorComponents(vec);
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return new int2((int)Math.Round(xyz.X), (int)Math.Round(xyz.Y));
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}
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public float ScreenZPosition(WPos pos, int offset)
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{
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return ZPosition(pos, offset) * (float)TileSize.Height / TileScale;
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}
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static int ZPosition(WPos pos, int offset)
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{
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return pos.Y + pos.Z + offset;
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}
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/// <summary>
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/// Returns a position in the world that is projected to the given screen position.
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/// There are many possible world positions, and the returned value chooses the value with no elevation.
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/// </summary>
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public WPos ProjectedPosition(int2 screenPx)
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{
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return new WPos(TileScale * screenPx.X / TileSize.Width, TileScale * screenPx.Y / TileSize.Height, 0);
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}
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public void Dispose()
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{
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// HACK: Disposing the world from here violates ownership
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// but the WorldRenderer lifetime matches the disposal
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// behavior we want for the world, and the root object setup
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// is so horrible that doing it properly would be a giant mess.
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World.Dispose();
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palette.Dispose();
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Theater.Dispose();
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terrainRenderer.Dispose();
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}
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}
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}
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