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Improved rendering for nav poly selection, path shader now batches selection lines and tris
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+66
-1
@@ -757,7 +757,7 @@ namespace CodeWalker.Rendering
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public void RenderSelectionNavPoly(YnvPoly poly)
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{
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////draw poly triangles
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var pcolour = new Color4(0.6f, 0.95f, 0.6f, 1.0f);
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var pcolour = new Color4(1.0f, 1.0f, 1.0f, 0.2f);
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var colourval = (uint)pcolour.ToRgba();
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var ynv = poly.Ynv;
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var ic = poly._RawData.IndexCount;
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@@ -792,6 +792,71 @@ namespace CodeWalker.Rendering
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}
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}
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public void RenderSelectionNavPolyOutline(YnvPoly poly, uint colourval)
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{
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//var colourval = (uint)colour.ToRgba();
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var ynv = poly.Ynv;
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var ic = poly._RawData.IndexCount;
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var startid = poly._RawData.IndexID;
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var endid = startid + ic;
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var lastid = endid - 1;
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var vc = ynv.Vertices.Count;
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var startind = ynv.Indices[startid];
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////draw poly outline
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VertexTypePC v = new VertexTypePC();
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v.Colour = colourval;
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VertexTypePC v0 = new VertexTypePC();
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for (int id = startid; id < endid; id++)
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{
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var ind = ynv.Indices[id];
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if (ind >= vc)
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{ continue; }
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v.Position = ynv.Vertices[ind];
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SelectionLineVerts.Add(v);
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if (id == startid)
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{
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v0 = v;
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}
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else
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{
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SelectionLineVerts.Add(v);
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}
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if (id == lastid)
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{
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SelectionLineVerts.Add(v0);
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}
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}
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////draw poly triangles
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//VertexTypePC v0 = new VertexTypePC();
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//VertexTypePC v1 = new VertexTypePC();
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//VertexTypePC v2 = new VertexTypePC();
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//v0.Position = ynv.Vertices[startind];
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//v0.Colour = colourval;
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//v1.Colour = colourval;
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//v2.Colour = colourval;
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//int tricount = ic - 2;
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//for (int t = 0; t < tricount; t++)
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//{
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// int tid = startid + t;
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// int ind1 = ynv.Indices[tid + 1];
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// int ind2 = ynv.Indices[tid + 2];
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// if ((ind1 >= vc) || (ind2 >= vc))
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// { continue; }
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// v1.Position = ynv.Vertices[ind1];
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// v2.Position = ynv.Vertices[ind2];
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// Renderer.SelectionTriVerts.Add(v0);
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// Renderer.SelectionTriVerts.Add(v1);
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// Renderer.SelectionTriVerts.Add(v2);
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// Renderer.SelectionTriVerts.Add(v0);
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// Renderer.SelectionTriVerts.Add(v2);
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// Renderer.SelectionTriVerts.Add(v1);
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//}
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}
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public void RenderSelectionGeometry(MapSelectionMode mode)
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{
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