- Cache the old resolution, scroll and zoom in BeginFrame, and don't bother updating the viewport parameters again until they change. - Pass around scroll as an int2 to reduce the number of back-and-forth casts.
69 lines
2.0 KiB
C#
69 lines
2.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Drawing;
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namespace OpenRA.Graphics
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{
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public class QuadRenderer : Renderer.IBatchRenderer
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{
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Renderer renderer;
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IShader shader;
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Vertex[] vertices = new Vertex[Renderer.TempBufferSize];
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int nv = 0;
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public QuadRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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}
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public void Flush()
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{
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if (nv > 0)
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{
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(() =>
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{
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var vb = renderer.GetTempVertexBuffer();
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vb.SetData(vertices, nv);
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.QuadList);
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});
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renderer.Device.SetBlendMode(BlendMode.None);
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nv = 0;
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}
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}
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public void FillRect(RectangleF r, Color color)
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{
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Renderer.CurrentBatchRenderer = this;
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if (nv + 4 > Renderer.TempBufferSize)
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Flush();
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vertices[nv] = new Vertex(new float2(r.Left, r.Top), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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vertices[nv + 1] = new Vertex(new float2(r.Right, r.Top), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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vertices[nv + 2] = new Vertex(new float2(r.Right, r.Bottom), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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vertices[nv + 3] = new Vertex(new float2(r.Left, r.Bottom), new float2(color.R / 255.0f, color.G / 255.0f), new float2(color.B / 255.0f, color.A / 255.0f));
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nv += 4;
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}
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public void SetViewportParams(Size screen, float zoom, int2 scroll)
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{
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shader.SetVec("Scroll", scroll.X, scroll.Y);
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shader.SetVec("r1", zoom*2f/screen.Width, -zoom*2f/screen.Height);
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shader.SetVec("r2", -1, 1);
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}
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}
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}
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