Merge pull request #10148 from pchote/widelines

Rewrite line renderer: Part 1 (improved lasers plus other cleanups)
This commit is contained in:
Matthias Mailänder
2015-12-13 20:55:54 +01:00
26 changed files with 332 additions and 181 deletions

View File

@@ -12,6 +12,7 @@ using System;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -48,7 +49,8 @@ namespace OpenRA.Mods.Common.Traits
return;
if (healthInfo != null)
wr.DrawRangeCircle(self.CenterPosition, healthInfo.Radius, Color.Red);
RangeCircleRenderable.DrawRangeCircle(wr, self.CenterPosition, healthInfo.Radius,
1, Color.Red, 0, Color.Red);
var wlr = Game.Renderer.WorldLineRenderer;

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@@ -19,14 +19,11 @@ namespace OpenRA.Mods.Common.Traits
{
class RenderDetectionCircleInfo : ITraitInfo, Requires<DetectCloakedInfo>
{
[Desc("Draw a rotating radar scanner update line, disabled by default.")]
public readonly bool DrawUpdateLine = false;
[Desc("WAngle the Radar update line advances per tick.")]
public readonly WAngle UpdateLineTick = new WAngle(-1);
[Desc("Number of trailing Radar update lines, will only draw one line if zero.")]
public readonly int LineTrailLength = 3;
[Desc("Number of trailing Radar update lines.")]
public readonly int TrailCount = 0;
[Desc("Color of the circle and scanner update line.")]
public readonly Color Color = Color.FromArgb(128, Color.LimeGreen);
@@ -62,34 +59,15 @@ namespace OpenRA.Mods.Common.Traits
if (range == WDist.Zero)
yield break;
yield return new RangeCircleRenderable(
yield return new DetectionCircleRenderable(
self.CenterPosition,
range,
0,
info.TrailCount,
info.UpdateLineTick,
lineAngle,
info.Color,
info.ContrastColor);
if (info.DrawUpdateLine)
{
for (var i = info.LineTrailLength; i >= 0; i--)
{
var angle = lineAngle - new WAngle(i * (info.UpdateLineTick.Angle <= 512 ? 1 : -1));
var length = range.Length * new WVec(angle.Cos(), angle.Sin(), 0) / 1024;
var alpha = info.Color.A - (info.LineTrailLength > 0 ? i * info.Color.A / info.LineTrailLength : 0);
yield return new BeamRenderable(
self.CenterPosition,
0,
length,
3,
Color.FromArgb(alpha, info.ContrastColor));
yield return new BeamRenderable(
self.CenterPosition,
0,
length,
1,
Color.FromArgb(alpha, info.Color));
}
}
}
public void Tick(Actor self)

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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
if (!Visible)
return;
var qr = Game.Renderer.WorldQuadRenderer;
var qr = Game.Renderer.WorldRgbaColorRenderer;
var doDim = refreshTick - world.WorldTick <= 0;
if (doDim) refreshTick = world.WorldTick + 20;
@@ -80,7 +80,7 @@ namespace OpenRA.Mods.Common.Traits
var pos = wr.World.Map.CenterOfCell(uv.ToCPos(map));
var tl = wr.ScreenPxPosition(pos - new WVec(512, 512, 0));
var br = wr.ScreenPxPosition(pos + new WVec(511, 511, 0));
qr.FillRect(RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y), Color.FromArgb(w, c));
qr.FillRect(tl, br, Color.FromArgb(w, c));
}
}
}

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@@ -11,6 +11,7 @@
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -66,7 +67,8 @@ namespace OpenRA.Mods.Common.Traits
var alpha = 255.0f * i.Time / info.DisplayDuration;
var rangeStep = alpha / i.Range.Length;
wr.DrawRangeCircle(i.CenterPosition, i.OuterRange, Color.FromArgb((int)alpha, i.Color));
RangeCircleRenderable.DrawRangeCircle(wr, i.CenterPosition, i.OuterRange,
1, Color.FromArgb((int)alpha, i.Color), 0, i.Color);
foreach (var r in i.Range)
{
@@ -74,7 +76,7 @@ namespace OpenRA.Mods.Common.Traits
var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
var rect = RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y);
Game.Renderer.WorldLineRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, i.Color));
Game.Renderer.WorldRgbaColorRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, i.Color));
alpha -= rangeStep;
}

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@@ -290,7 +290,7 @@ namespace OpenRA.Mods.Common.Traits
var tempPos = new float2(item.PosX + topLeft.X, item.PosY + topLeft.Y);
if (info.UseSquares)
Game.Renderer.WorldQuadRenderer.FillRect(new RectangleF(tempPos.X, tempPos.Y, item.Size, item.Size), item.Color);
Game.Renderer.WorldRgbaColorRenderer.FillRect(tempPos, tempPos + new float2(item.Size, item.Size), item.Color);
else
{
var tempPosTail = new float2(topLeft.X + item.PosX - currentWindXOffset, item.PosY - (item.Gravity * 2 / 3) + topLeft.Y);