Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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70
OpenRA.Game/Traits/World/DebugVisualizations.cs
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70
OpenRA.Game/Traits/World/DebugVisualizations.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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namespace OpenRA.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Enables visualization commands. Attach this to the world actor.")]
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public class DebugVisualizationsInfo : TraitInfo<DebugVisualizations> { }
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public class DebugVisualizations
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{
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public bool CombatGeometry;
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public bool RenderGeometry;
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public bool ScreenMap;
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public bool ActorTags;
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// The depth buffer may have been left enabled by the previous world
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// Initializing this as dirty forces us to reset the default rendering before the first render
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bool depthBufferDirty = true;
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bool depthBuffer;
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public bool DepthBuffer
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{
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get => depthBuffer;
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set
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{
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depthBuffer = value;
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depthBufferDirty = true;
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}
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}
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float depthBufferContrast = 1f;
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public float DepthBufferContrast
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{
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get => depthBufferContrast;
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set
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{
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depthBufferContrast = value;
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depthBufferDirty = true;
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}
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}
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float depthBufferOffset;
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public float DepthBufferOffset
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{
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get => depthBufferOffset;
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set
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{
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depthBufferOffset = value;
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depthBufferDirty = true;
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}
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}
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public void UpdateDepthBuffer()
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{
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if (depthBufferDirty)
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{
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Game.Renderer.WorldSpriteRenderer.SetDepthPreview(DepthBuffer, DepthBufferContrast, DepthBufferOffset);
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depthBufferDirty = false;
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}
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}
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}
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}
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