90 lines
2.3 KiB
C#
90 lines
2.3 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 LineRenderer : Renderer.IBatchRenderer
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{
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public float LineWidth = 1f;
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static float2 offset = new float2(0.5f,0.5f);
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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 LineRenderer(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.SetLineWidth(LineWidth * Game.Zoom);
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renderer.DrawBatch(vb, 0, nv, PrimitiveType.LineList);
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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 DrawRect(float2 tl, float2 br, Color c)
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{
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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DrawLine(tl, tr, c, c);
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DrawLine(tl, bl, c, c);
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DrawLine(tr, br, c, c);
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DrawLine(bl, br, c, c);
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}
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public void DrawLine(float2 start, float2 end, Color startColor, Color endColor)
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{
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Renderer.CurrentBatchRenderer = this;
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if (nv + 2 > Renderer.TempBufferSize)
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Flush();
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vertices[nv++] = new Vertex(start + offset,
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new float2(startColor.R / 255.0f, startColor.G / 255.0f),
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new float2(startColor.B / 255.0f, startColor.A / 255.0f));
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vertices[nv++] = new Vertex(end + offset,
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new float2(endColor.R / 255.0f, endColor.G / 255.0f),
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new float2(endColor.B / 255.0f, endColor.A / 255.0f));
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}
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public void FillRect(RectangleF r, Color color)
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{
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for (var y = r.Top; y < r.Bottom; y++)
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DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color);
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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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