103 lines
2.6 KiB
C#
103 lines
2.6 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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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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public class SpriteRenderer : 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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Sheet currentSheet = null;
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int nv = 0;
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public SpriteRenderer(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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shader.SetTexture("DiffuseTexture", currentSheet.Texture);
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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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nv = 0;
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currentSheet = null;
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}
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}
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public void DrawSprite(Sprite s, float2 location, WorldRenderer wr, string palette)
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{
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DrawSprite(s, location, wr.Palette(palette).Index, s.size);
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}
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public void DrawSprite(Sprite s, float2 location, WorldRenderer wr, string palette, float2 size)
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{
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DrawSprite(s, location, wr.Palette(palette).Index, size);
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}
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public void DrawSprite(Sprite s, float2 location, int paletteIndex, float2 size)
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{
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Renderer.CurrentBatchRenderer = this;
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if (s.sheet != currentSheet)
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Flush();
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if( nv + 4 > Renderer.TempBufferSize )
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Flush();
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currentSheet = s.sheet;
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Util.FastCreateQuad(vertices, (location + s.offset).ToInt2(), s, paletteIndex, nv, size);
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nv += 4;
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}
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// For RGBASpriteRenderer, which doesn't use palettes
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public void DrawSprite(Sprite s, float2 location)
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{
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DrawSprite(s, location, 0, s.size);
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}
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public void DrawSprite(Sprite s, float2 location, float2 size)
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{
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DrawSprite(s, location, 0, size);
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}
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
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{
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shader.SetTexture("DiffuseTexture", sheet.Texture);
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shader.Render(() => renderer.DrawBatch(buffer, start, length, type));
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}
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public void SetPalette(ITexture palette)
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{
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shader.SetTexture("Palette", palette);
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}
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public void SetViewportParams(Size screen, float zoom, float2 scroll)
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{
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shader.SetVec("Scroll", (int)scroll.X, (int)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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