Move VoxelRenderable into Mods.RA.
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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namespace OpenRA.Graphics
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{
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public struct VoxelRenderable : IRenderable
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{
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readonly IEnumerable<VoxelAnimation> voxels;
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readonly WPos pos;
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readonly int zOffset;
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readonly WRot camera;
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readonly WRot lightSource;
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readonly float[] lightAmbientColor;
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readonly float[] lightDiffuseColor;
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readonly PaletteReference palette;
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readonly PaletteReference normalsPalette;
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readonly PaletteReference shadowPalette;
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readonly float scale;
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// Generated at render-time
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VoxelRenderProxy renderProxy;
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public VoxelRenderable(IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow)
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{
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this.voxels = voxels;
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this.pos = pos;
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this.zOffset = zOffset;
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this.scale = scale;
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this.camera = camera;
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this.lightSource = lightSource;
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this.lightAmbientColor = lightAmbientColor;
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this.lightDiffuseColor = lightDiffuseColor;
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this.palette = color;
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this.normalsPalette = normals;
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this.shadowPalette = shadow;
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this.renderProxy = null;
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}
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public WPos Pos { get { return pos; } }
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public float Scale { get { return scale; } }
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public PaletteReference Palette { get { return palette; } }
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return false; } }
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public IRenderable WithScale(float newScale)
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{
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return new VoxelRenderable(voxels, pos, zOffset, camera, newScale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable WithPalette(PaletteReference newPalette)
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{
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return new VoxelRenderable(voxels, pos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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newPalette, normalsPalette, shadowPalette);
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}
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public IRenderable WithZOffset(int newOffset)
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{
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return new VoxelRenderable(voxels, pos, newOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable OffsetBy(WVec vec)
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{
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return new VoxelRenderable(voxels, pos + vec, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable AsDecoration() { return this; }
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// This will need generalizing once we support TS/RA2 terrain
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static readonly float[] groundNormal = new float[] {0,0,1,1};
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public void BeforeRender(WorldRenderer wr)
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{
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync(
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wr, draw, camera, scale, groundNormal, lightSource,
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lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public void Render(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(pos);
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var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
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var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
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var psb = renderProxy.ProjectedShadowBounds;
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var sa = shadowOrigin + psb[0];
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var sb = shadowOrigin + psb[2];
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var sc = shadowOrigin + psb[1];
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var sd = shadowOrigin + psb[3];
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f*renderProxy.Sprite.size);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(pos);
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var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
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var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
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// Draw sprite rect
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var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f*renderProxy.Sprite.size;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.size, Color.Red);
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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var psb = renderProxy.ProjectedShadowBounds;
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[1], shadowOrigin + psb[3], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c, c);
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// Draw voxel bounding box
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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var scaleTransform = Util.ScaleMatrix(scale, scale, scale);
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var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());
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foreach (var v in draw)
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{
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var bounds = v.Voxel.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x,y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
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var pxOffset = wr.ScreenVector(v.OffsetFunc());
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var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
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var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
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DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
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}
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}
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static readonly uint[] ix = new uint[] {0,0,0,0,3,3,3,3};
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static readonly uint[] iy = new uint[] {1,1,4,4,1,1,4,4};
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static readonly uint[] iz = new uint[] {2,5,2,5,2,5,2,5};
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static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
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{
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var corners = new float2[8];
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for (var i = 0; i < 8; i++)
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{
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var vec = new float[] {bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1};
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var screen = Util.MatrixVectorMultiply(transform, vec);
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corners[i] = pxPos + new float2(screen[0], screen[1]);
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}
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Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[1], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[3], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[2], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[0], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[4], corners[5], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[5], corners[7], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[7], corners[6], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[6], corners[4], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[4], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[5], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[6], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[7], c, c);
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}
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}
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}
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