Files
OpenRA/OpenRA.Game/Graphics/LineRenderer.cs

90 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Drawing;
using OpenRA.FileFormats.Graphics;
namespace OpenRA.Graphics
{
class LineRenderer
{
Renderer renderer;
IVertexBuffer<Vertex> vertexBuffer;
IIndexBuffer indexBuffer; /* kindof a waste of space, but the GPU likes indexing, oh well */
const int linesPerBatch = 1024;
Vertex[] vertices = new Vertex[ 2 * linesPerBatch ];
ushort[] indices = new ushort[ 2 * linesPerBatch ];
int lines = 0;
int nv = 0, ni = 0;
public LineRenderer( Renderer renderer )
{
this.renderer = renderer;
vertexBuffer = renderer.Device.CreateVertexBuffer(vertices.Length );
indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
}
public void Flush()
{
if( lines > 0 )
{
renderer.LineShader.Render( () =>
{
vertexBuffer.SetData( vertices );
indexBuffer.SetData( indices );
renderer.DrawBatch( vertexBuffer, indexBuffer,
nv, ni / 2, PrimitiveType.LineList );
} );
nv = 0; ni = 0;
lines = 0;
}
}
public void DrawLine( float2 start, float2 end, Color startColor, Color endColor )
{
indices[ ni++ ] = (ushort)nv;
vertices[ nv++ ] = new Vertex( start,
new float2( startColor.R / 255.0f, startColor.G / 255.0f ),
new float2( startColor.B / 255.0f, startColor.A / 255.0f ) );
indices[ ni++ ] = (ushort)nv;
vertices[ nv++ ] = new Vertex( end,
new float2( endColor.R / 255.0f, endColor.G / 255.0f ),
new float2( endColor.B / 255.0f, endColor.A / 255.0f ) );
if( ++lines >= linesPerBatch )
Flush();
}
public void FillRect( RectangleF r, Color color )
{
for (float y = r.Top; y < r.Bottom; y++)
{
DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color);
}
}
}
}