Merge pull request #10148 from pchote/widelines
Rewrite line renderer: Part 1 (improved lasers plus other cleanups)
This commit is contained in:
@@ -12,6 +12,7 @@ using System;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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@@ -48,7 +49,8 @@ namespace OpenRA.Mods.Common.Traits
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return;
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if (healthInfo != null)
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wr.DrawRangeCircle(self.CenterPosition, healthInfo.Radius, Color.Red);
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RangeCircleRenderable.DrawRangeCircle(wr, self.CenterPosition, healthInfo.Radius,
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1, Color.Red, 0, Color.Red);
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var wlr = Game.Renderer.WorldLineRenderer;
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@@ -19,14 +19,11 @@ namespace OpenRA.Mods.Common.Traits
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{
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class RenderDetectionCircleInfo : ITraitInfo, Requires<DetectCloakedInfo>
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{
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[Desc("Draw a rotating radar scanner update line, disabled by default.")]
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public readonly bool DrawUpdateLine = false;
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[Desc("WAngle the Radar update line advances per tick.")]
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public readonly WAngle UpdateLineTick = new WAngle(-1);
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[Desc("Number of trailing Radar update lines, will only draw one line if zero.")]
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public readonly int LineTrailLength = 3;
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[Desc("Number of trailing Radar update lines.")]
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public readonly int TrailCount = 0;
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[Desc("Color of the circle and scanner update line.")]
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public readonly Color Color = Color.FromArgb(128, Color.LimeGreen);
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@@ -62,34 +59,15 @@ namespace OpenRA.Mods.Common.Traits
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if (range == WDist.Zero)
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yield break;
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yield return new RangeCircleRenderable(
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yield return new DetectionCircleRenderable(
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self.CenterPosition,
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range,
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0,
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info.TrailCount,
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info.UpdateLineTick,
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lineAngle,
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info.Color,
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info.ContrastColor);
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if (info.DrawUpdateLine)
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{
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for (var i = info.LineTrailLength; i >= 0; i--)
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{
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var angle = lineAngle - new WAngle(i * (info.UpdateLineTick.Angle <= 512 ? 1 : -1));
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var length = range.Length * new WVec(angle.Cos(), angle.Sin(), 0) / 1024;
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var alpha = info.Color.A - (info.LineTrailLength > 0 ? i * info.Color.A / info.LineTrailLength : 0);
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yield return new BeamRenderable(
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self.CenterPosition,
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0,
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length,
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3,
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Color.FromArgb(alpha, info.ContrastColor));
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yield return new BeamRenderable(
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self.CenterPosition,
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0,
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length,
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1,
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Color.FromArgb(alpha, info.Color));
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}
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}
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}
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public void Tick(Actor self)
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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!Visible)
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return;
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var qr = Game.Renderer.WorldQuadRenderer;
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var qr = Game.Renderer.WorldRgbaColorRenderer;
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var doDim = refreshTick - world.WorldTick <= 0;
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if (doDim) refreshTick = world.WorldTick + 20;
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.Common.Traits
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var pos = wr.World.Map.CenterOfCell(uv.ToCPos(map));
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var tl = wr.ScreenPxPosition(pos - new WVec(512, 512, 0));
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var br = wr.ScreenPxPosition(pos + new WVec(511, 511, 0));
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qr.FillRect(RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y), Color.FromArgb(w, c));
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qr.FillRect(tl, br, Color.FromArgb(w, c));
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}
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}
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}
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@@ -11,6 +11,7 @@
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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@@ -66,7 +67,8 @@ namespace OpenRA.Mods.Common.Traits
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var alpha = 255.0f * i.Time / info.DisplayDuration;
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var rangeStep = alpha / i.Range.Length;
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wr.DrawRangeCircle(i.CenterPosition, i.OuterRange, Color.FromArgb((int)alpha, i.Color));
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RangeCircleRenderable.DrawRangeCircle(wr, i.CenterPosition, i.OuterRange,
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1, Color.FromArgb((int)alpha, i.Color), 0, i.Color);
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foreach (var r in i.Range)
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{
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@@ -74,7 +76,7 @@ namespace OpenRA.Mods.Common.Traits
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var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
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var rect = RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y);
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Game.Renderer.WorldLineRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, i.Color));
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Game.Renderer.WorldRgbaColorRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, i.Color));
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alpha -= rangeStep;
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}
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@@ -290,7 +290,7 @@ namespace OpenRA.Mods.Common.Traits
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var tempPos = new float2(item.PosX + topLeft.X, item.PosY + topLeft.Y);
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if (info.UseSquares)
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Game.Renderer.WorldQuadRenderer.FillRect(new RectangleF(tempPos.X, tempPos.Y, item.Size, item.Size), item.Color);
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Game.Renderer.WorldRgbaColorRenderer.FillRect(tempPos, tempPos + new float2(item.Size, item.Size), item.Color);
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else
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{
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var tempPosTail = new float2(topLeft.X + item.PosX - currentWindXOffset, item.PosY - (item.Gravity * 2 / 3) + topLeft.Y);
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