Merge pull request #5851 from RoosterDragon/shroud-perf
Speed up shroud checks
This commit is contained in:
@@ -36,17 +36,16 @@ namespace OpenRA.Graphics
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unsafe
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{
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var c = (int*)bitmapData.Scan0;
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for (var x = 0; x < b.Width; x++)
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{
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var colors = (int*)bitmapData.Scan0;
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var stride = bitmapData.Stride / 4;
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for (var y = 0; y < b.Height; y++)
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{
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for (var x = 0; x < b.Width; x++)
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{
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var mapX = x + b.Left;
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var mapY = y + b.Top;
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var type = tileset.GetTerrainInfo(mapTiles[mapX, mapY]);
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*(c + (y * bitmapData.Stride >> 2) + x) = type.Color.ToArgb();
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colors[y * stride + x] = type.Color.ToArgb();
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}
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}
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}
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@@ -67,11 +66,11 @@ namespace OpenRA.Graphics
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unsafe
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{
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var c = (int*)bitmapData.Scan0;
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for (var x = 0; x < b.Width; x++)
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{
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var colors = (int*)bitmapData.Scan0;
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var stride = bitmapData.Stride / 4;
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for (var y = 0; y < b.Height; y++)
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{
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for (var x = 0; x < b.Width; x++)
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{
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var mapX = x + b.Left;
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var mapY = y + b.Top;
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@@ -85,7 +84,7 @@ namespace OpenRA.Graphics
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if (res == null)
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continue;
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*(c + (y * bitmapData.Stride >> 2) + x) = tileset[tileset.GetTerrainIndex(res)].Color.ToArgb();
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colors[y * stride + x] = tileset[tileset.GetTerrainIndex(res)].Color.ToArgb();
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}
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}
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}
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@@ -107,19 +106,18 @@ namespace OpenRA.Graphics
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unsafe
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{
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var c = (int*)bitmapData.Scan0;
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for (var x = 0; x < b.Width; x++)
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{
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var colors = (int*)bitmapData.Scan0;
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var stride = bitmapData.Stride / 4;
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for (var y = 0; y < b.Height; y++)
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{
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for (var x = 0; x < b.Width; x++)
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{
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var mapX = x + b.Left;
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var mapY = y + b.Top;
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var custom = map.CustomTerrain[mapX, mapY];
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if (custom == -1)
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continue;
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*(c + (y * bitmapData.Stride >> 2) + x) = world.TileSet[custom].Color.ToArgb();
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colors[y * stride + x] = world.TileSet[custom].Color.ToArgb();
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}
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}
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}
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@@ -140,8 +138,8 @@ namespace OpenRA.Graphics
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unsafe
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{
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var c = (int*)bitmapData.Scan0;
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var colors = (int*)bitmapData.Scan0;
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var stride = bitmapData.Stride / 4;
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foreach (var t in world.ActorsWithTrait<IRadarSignature>())
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{
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if (world.FogObscures(t.Actor))
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@@ -152,7 +150,7 @@ namespace OpenRA.Graphics
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{
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var uv = Map.CellToMap(map.TileShape, cell);
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if (b.Contains(uv.X, uv.Y))
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*(c + ((uv.Y - b.Top) * bitmapData.Stride >> 2) + uv.X - b.Left) = color.ToArgb();
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colors[(uv.Y - b.Top) * stride + uv.X - b.Left] = color.ToArgb();
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}
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}
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}
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@@ -180,15 +178,17 @@ namespace OpenRA.Graphics
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unsafe
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{
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var c = (int*)bitmapData.Scan0;
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var colors = (int*)bitmapData.Scan0;
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var stride = bitmapData.Stride / 4;
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var shroudObscured = world.ShroudObscuresTest(map.Cells);
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var fogObscured = world.FogObscuresTest(map.Cells);
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foreach (var cell in map.Cells)
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{
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var uv = Map.CellToMap(map.TileShape, cell) - offset;
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if (world.ShroudObscures(cell))
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*(c + (uv.Y * bitmapData.Stride >> 2) + uv.X) = shroud;
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else if (world.FogObscures(cell))
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*(c + (uv.Y * bitmapData.Stride >> 2) + uv.X) = fog;
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if (shroudObscured(cell))
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colors[uv.Y * stride + uv.X] = shroud;
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else if (fogObscured(cell))
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colors[uv.Y * stride + uv.X] = fog;
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}
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}
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@@ -12,7 +12,6 @@ using System;
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using System.Collections;
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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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namespace OpenRA
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{
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@@ -21,7 +20,7 @@ namespace OpenRA
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{
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public readonly Size Size;
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public readonly TileShape Shape;
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T[] entries;
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readonly T[] entries;
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public CellLayer(Map map)
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: this(map.TileShape, new Size(map.MapSize.X, map.MapSize.Y)) { }
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@@ -37,35 +36,27 @@ namespace OpenRA
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int Index(CPos cell)
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{
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var uv = Map.CellToMap(Shape, cell);
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return uv.Y * Size.Width + uv.X;
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return Index(uv.X, uv.Y);
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}
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// Resolve an array index from map coordinates
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int Index(int u, int v)
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{
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return v * Size.Width + u;
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}
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/// <summary>Gets or sets the <see cref="OpenRA.CellLayer"/> using cell coordinates</summary>
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public T this[CPos cell]
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{
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get
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{
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return entries[Index(cell)];
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}
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set
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{
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entries[Index(cell)] = value;
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}
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get { return entries[Index(cell)]; }
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set { entries[Index(cell)] = value; }
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}
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/// <summary>Gets or sets the layer contents using raw map coordinates (not CPos!)</summary>
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public T this[int u, int v]
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{
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get
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{
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return entries[v * Size.Width + u];
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}
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set
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{
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entries[v * Size.Width + u] = value;
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}
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get { return entries[Index(u, v)]; }
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set { entries[Index(u, v)] = value; }
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}
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/// <summary>Clears the layer contents with a known value</summary>
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@@ -11,8 +11,7 @@
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using System;
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using System.Collections;
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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 System.Linq;
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namespace OpenRA
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{
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@@ -50,29 +49,69 @@ namespace OpenRA
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return new CellRegion(region.shape, tl, br);
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}
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/// <summary>Returns the minimal region that covers at least the specified cells.</summary>
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public static CellRegion BoundingRegion(TileShape shape, IEnumerable<CPos> cells)
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{
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if (cells == null || !cells.Any())
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throw new ArgumentException("cells must not be null or empty.", "cells");
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var minX = int.MaxValue;
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var minY = int.MaxValue;
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var maxX = int.MinValue;
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var maxY = int.MinValue;
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foreach (var cell in cells)
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{
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if (minX > cell.X)
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minX = cell.X;
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if (maxX < cell.X)
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maxX = cell.X;
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if (minY > cell.Y)
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minY = cell.Y;
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if (maxY < cell.Y)
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maxY = cell.Y;
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}
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return new CellRegion(shape, new CPos(minX, minY), new CPos(maxX, maxY));
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}
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public bool Contains(CellRegion region)
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{
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return
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TopLeft.X <= region.TopLeft.X && TopLeft.Y <= region.TopLeft.Y &&
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BottomRight.X >= region.BottomRight.X && BottomRight.Y >= region.BottomRight.Y;
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}
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public bool Contains(CPos cell)
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{
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var uv = Map.CellToMap(shape, cell);
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return uv.X >= mapTopLeft.X && uv.X <= mapBottomRight.X && uv.Y >= mapTopLeft.Y && uv.Y <= mapBottomRight.Y;
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}
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public IEnumerator<CPos> GetEnumerator()
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public CellRegionEnumerator GetEnumerator()
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{
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return new CellRegionEnumerator(this);
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}
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IEnumerator<CPos> IEnumerable<CPos>.GetEnumerator()
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{
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return GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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class CellRegionEnumerator : IEnumerator<CPos>
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public class CellRegionEnumerator : IEnumerator<CPos>
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{
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readonly CellRegion r;
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// Current position, in map coordinates
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int u, v;
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// Current position, in cell coordinates
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CPos current;
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public CellRegionEnumerator(CellRegion region)
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{
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r = region;
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@@ -94,6 +133,7 @@ namespace OpenRA
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return false;
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}
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current = Map.MapToCell(r.shape, new CPos(u, v));
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return true;
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}
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@@ -104,7 +144,7 @@ namespace OpenRA
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v = r.mapTopLeft.Y;
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}
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public CPos Current { get { return Map.MapToCell(r.shape, new CPos(u, v)); } }
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public CPos Current { get { return current; } }
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object IEnumerator.Current { get { return Current; } }
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public void Dispose() { }
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}
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@@ -24,11 +24,12 @@ namespace OpenRA.Traits
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public class FrozenActor
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{
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public readonly CPos[] Footprint;
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public readonly CellRegion FootprintRegion;
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public readonly WPos CenterPosition;
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public readonly Rectangle Bounds;
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readonly Actor actor;
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public IRenderable[] Renderables { set; private get; }
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public IRenderable[] Renderables { private get; set; }
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public Player Owner;
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public string TooltipName;
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@@ -39,10 +40,12 @@ namespace OpenRA.Traits
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public bool Visible;
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public FrozenActor(Actor self, IEnumerable<CPos> footprint)
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public FrozenActor(Actor self, CPos[] footprint, CellRegion footprintRegion)
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{
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actor = self;
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Footprint = footprint.ToArray();
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Footprint = footprint;
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FootprintRegion = footprintRegion;
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CenterPosition = self.CenterPosition;
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Bounds = self.Bounds.Value;
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}
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@@ -55,16 +58,7 @@ namespace OpenRA.Traits
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int flashTicks;
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public void Tick(World world, Shroud shroud)
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{
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Visible = true;
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foreach (var pos in Footprint)
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{
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if (shroud.IsVisible(pos))
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{
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Visible = false;
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break;
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}
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}
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Visible = !Footprint.Any(shroud.IsVisibleTest(FootprintRegion));
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if (flashTicks > 0)
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flashTicks--;
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}
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@@ -85,6 +79,7 @@ namespace OpenRA.Traits
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return Renderables.Concat(Renderables.Where(r => !r.IsDecoration)
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.Select(r => r.WithPalette(highlight)));
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}
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return Renderables;
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}
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@@ -10,7 +10,6 @@
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using System;
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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.Traits
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@@ -23,31 +22,37 @@ namespace OpenRA.Traits
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public class Shroud
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{
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[Sync] public bool Disabled = false;
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[Sync] public bool Disabled;
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Actor self;
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Map map;
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readonly Actor self;
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readonly Map map;
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CellLayer<int> visibleCount;
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CellLayer<int> generatedShroudCount;
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CellLayer<bool> explored;
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readonly CellLayer<short> visibleCount;
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readonly CellLayer<short> generatedShroudCount;
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readonly CellLayer<bool> explored;
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readonly Lazy<IFogVisibilityModifier[]> fogVisibilities;
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// Cache of visibility that was added, so no matter what crazy trait code does, it
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// can't make us invalid.
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Dictionary<Actor, CPos[]> visibility = new Dictionary<Actor, CPos[]>();
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Dictionary<Actor, CPos[]> generation = new Dictionary<Actor, CPos[]>();
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readonly Dictionary<Actor, CPos[]> visibility = new Dictionary<Actor, CPos[]>();
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readonly Dictionary<Actor, CPos[]> generation = new Dictionary<Actor, CPos[]>();
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public int Hash { get; private set; }
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static readonly Func<CPos, bool> TruthPredicate = cell => true;
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readonly Func<CPos, bool> fastExploredTest;
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readonly Func<CPos, bool> slowExploredTest;
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readonly Func<CPos, bool> fastVisibleTest;
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readonly Func<CPos, bool> slowVisibleTest;
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public Shroud(Actor self)
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{
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this.self = self;
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map = self.World.Map;
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visibleCount = new CellLayer<int>(map);
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generatedShroudCount = new CellLayer<int>(map);
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visibleCount = new CellLayer<short>(map);
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generatedShroudCount = new CellLayer<short>(map);
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explored = new CellLayer<bool>(map);
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self.World.ActorAdded += AddVisibility;
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@@ -57,6 +62,11 @@ namespace OpenRA.Traits
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self.World.ActorRemoved += RemoveShroudGeneration;
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fogVisibilities = Exts.Lazy(() => self.TraitsImplementing<IFogVisibilityModifier>().ToArray());
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fastExploredTest = IsExploredCore;
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slowExploredTest = IsExplored;
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fastVisibleTest = IsVisibleCore;
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slowVisibleTest = IsVisible;
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}
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void Invalidate()
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@@ -187,14 +197,17 @@ namespace OpenRA.Traits
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public void Explore(World world, CPos center, WRange range)
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{
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foreach (var q in FindVisibleTiles(world, center, range))
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explored[q] = true;
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foreach (var c in FindVisibleTiles(world, center, range))
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explored[c] = true;
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Invalidate();
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}
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|
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public void Explore(Shroud s)
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{
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if (map.Bounds != s.map.Bounds)
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throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
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foreach (var cell in map.Cells)
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if (s.explored[cell])
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explored[cell] = true;
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@@ -222,10 +235,32 @@ namespace OpenRA.Traits
|
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if (!map.Contains(cell))
|
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return false;
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|
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if (Disabled || !self.World.LobbyInfo.GlobalSettings.Shroud)
|
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if (!ShroudEnabled)
|
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return true;
|
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|
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return explored[cell] && (generatedShroudCount[cell] == 0 || visibleCount[cell] > 0);
|
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return IsExploredCore(cell);
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}
|
||||
|
||||
bool ShroudEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Shroud; } }
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|
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bool IsExploredCore(CPos cell)
|
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{
|
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var uv = Map.CellToMap(map.TileShape, cell);
|
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return explored[uv.X, uv.Y] && (generatedShroudCount[uv.X, uv.Y] == 0 || visibleCount[uv.X, uv.Y] > 0);
|
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}
|
||||
|
||||
public Func<CPos, bool> IsExploredTest(CellRegion region)
|
||||
{
|
||||
// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
|
||||
if (!map.Cells.Contains(region))
|
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return slowExploredTest;
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||||
|
||||
// If shroud isn't enabled, then we can see everything.
|
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if (!ShroudEnabled)
|
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return TruthPredicate;
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||||
|
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// If shroud is enabled, we can use the fast test that just does the core check.
|
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return fastExploredTest;
|
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}
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||||
|
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public bool IsExplored(Actor a)
|
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@@ -238,12 +273,33 @@ namespace OpenRA.Traits
|
||||
if (!map.Contains(cell))
|
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return false;
|
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|
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if (Disabled || !self.World.LobbyInfo.GlobalSettings.Fog)
|
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if (!FogEnabled)
|
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return true;
|
||||
|
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return IsVisibleCore(cell);
|
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}
|
||||
|
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bool FogEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Fog; } }
|
||||
|
||||
bool IsVisibleCore(CPos cell)
|
||||
{
|
||||
return visibleCount[cell] > 0;
|
||||
}
|
||||
|
||||
public Func<CPos, bool> IsVisibleTest(CellRegion region)
|
||||
{
|
||||
// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
|
||||
if (!map.Cells.Contains(region))
|
||||
return slowVisibleTest;
|
||||
|
||||
// If fog isn't enabled, then we can see everything.
|
||||
if (!FogEnabled)
|
||||
return TruthPredicate;
|
||||
|
||||
// If fog is enabled, we can use the fast test that just does the core check.
|
||||
return fastVisibleTest;
|
||||
}
|
||||
|
||||
// Actors are hidden under shroud, but not under fog by default
|
||||
public bool IsVisible(Actor a)
|
||||
{
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.Effects;
|
||||
using OpenRA.FileFormats;
|
||||
@@ -25,6 +24,7 @@ namespace OpenRA
|
||||
{
|
||||
public class World
|
||||
{
|
||||
static readonly Func<CPos, bool> FalsePredicate = cell => false;
|
||||
internal readonly TraitDictionary traitDict = new TraitDictionary();
|
||||
readonly HashSet<Actor> actors = new HashSet<Actor>();
|
||||
readonly List<IEffect> effects = new List<IEffect>();
|
||||
@@ -55,6 +55,24 @@ namespace OpenRA
|
||||
public bool ShroudObscures(Actor a) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(a); }
|
||||
public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
|
||||
|
||||
public Func<CPos, bool> FogObscuresTest(CellRegion region)
|
||||
{
|
||||
var rp = RenderPlayer;
|
||||
if (rp == null)
|
||||
return FalsePredicate;
|
||||
var predicate = rp.Shroud.IsVisibleTest(region);
|
||||
return cell => !predicate(cell);
|
||||
}
|
||||
|
||||
public Func<CPos, bool> ShroudObscuresTest(CellRegion region)
|
||||
{
|
||||
var rp = RenderPlayer;
|
||||
if (rp == null)
|
||||
return FalsePredicate;
|
||||
var predicate = rp.Shroud.IsExploredTest(region);
|
||||
return cell => !predicate(cell);
|
||||
}
|
||||
|
||||
public bool IsReplay
|
||||
{
|
||||
get { return orderManager.Connection is ReplayConnection; }
|
||||
|
||||
@@ -29,19 +29,24 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
[Sync] public int VisibilityHash;
|
||||
|
||||
bool initialized, startsRevealed;
|
||||
readonly bool startsRevealed;
|
||||
readonly CPos[] footprint;
|
||||
Lazy<IToolTip> tooltip;
|
||||
Lazy<Health> health;
|
||||
readonly CellRegion footprintRegion;
|
||||
|
||||
Dictionary<Player, bool> visible;
|
||||
Dictionary<Player, FrozenActor> frozen;
|
||||
readonly Lazy<IToolTip> tooltip;
|
||||
readonly Lazy<Health> health;
|
||||
|
||||
readonly Dictionary<Player, bool> visible;
|
||||
readonly Dictionary<Player, FrozenActor> frozen;
|
||||
|
||||
bool initialized;
|
||||
|
||||
public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
|
||||
{
|
||||
// Spawned actors (e.g. building husks) shouldn't be revealed
|
||||
startsRevealed = info.StartsRevealed && !init.Contains<ParentActorInit>();
|
||||
footprint = FootprintUtils.Tiles(init.self).ToArray();
|
||||
footprintRegion = CellRegion.BoundingRegion(init.world.Map.TileShape, footprint);
|
||||
tooltip = Exts.Lazy(() => init.self.TraitsImplementing<IToolTip>().FirstOrDefault());
|
||||
tooltip = Exts.Lazy(() => init.self.TraitsImplementing<IToolTip>().FirstOrDefault());
|
||||
health = Exts.Lazy(() => init.self.TraitOrDefault<Health>());
|
||||
@@ -63,15 +68,7 @@ namespace OpenRA.Mods.RA
|
||||
VisibilityHash = 0;
|
||||
foreach (var p in self.World.Players)
|
||||
{
|
||||
var isVisible = false;
|
||||
foreach (var pos in footprint)
|
||||
{
|
||||
if (p.Shroud.IsVisible(pos))
|
||||
{
|
||||
isVisible = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var isVisible = footprint.Any(p.Shroud.IsVisibleTest(footprintRegion));
|
||||
visible[p] = isVisible;
|
||||
if (isVisible)
|
||||
VisibilityHash += p.ClientIndex;
|
||||
@@ -82,7 +79,7 @@ namespace OpenRA.Mods.RA
|
||||
foreach (var p in self.World.Players)
|
||||
{
|
||||
visible[p] |= startsRevealed;
|
||||
p.PlayerActor.Trait<FrozenActorLayer>().Add(frozen[p] = new FrozenActor(self, footprint));
|
||||
p.PlayerActor.Trait<FrozenActorLayer>().Add(frozen[p] = new FrozenActor(self, footprint, footprintRegion));
|
||||
}
|
||||
|
||||
initialized = true;
|
||||
|
||||
@@ -9,9 +9,6 @@
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
@@ -47,52 +44,81 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public class ShroudRenderer : IRenderShroud, IWorldLoaded
|
||||
{
|
||||
class ShroudTile
|
||||
[Flags]
|
||||
enum Edges : byte
|
||||
{
|
||||
None = 0,
|
||||
TopLeft = 0x01,
|
||||
TopRight = 0x02,
|
||||
BottomRight = 0x04,
|
||||
BottomLeft = 0x08,
|
||||
AllCorners = TopLeft | TopRight | BottomRight | BottomLeft,
|
||||
TopSide = 0x10,
|
||||
RightSide = 0x20,
|
||||
BottomSide = 0x40,
|
||||
LeftSide = 0x80,
|
||||
AllSides = TopSide | RightSide | BottomSide | LeftSide,
|
||||
Top = TopSide | TopLeft | TopRight,
|
||||
Right = RightSide | TopRight | BottomRight,
|
||||
Bottom = BottomSide | BottomRight | BottomLeft,
|
||||
Left = LeftSide | TopLeft | BottomLeft,
|
||||
All = Top | Right | Bottom | Left
|
||||
}
|
||||
|
||||
struct ShroudTile
|
||||
{
|
||||
public readonly CPos Position;
|
||||
public readonly float2 ScreenPosition;
|
||||
public readonly int Variant;
|
||||
public readonly byte Variant;
|
||||
|
||||
public Sprite Fog;
|
||||
public Sprite Shroud;
|
||||
|
||||
public ShroudTile(CPos position, float2 screenPosition, int variant)
|
||||
public ShroudTile(float2 screenPosition, byte variant)
|
||||
{
|
||||
Position = position;
|
||||
ScreenPosition = screenPosition;
|
||||
Variant = variant;
|
||||
|
||||
Fog = null;
|
||||
Shroud = null;
|
||||
}
|
||||
}
|
||||
|
||||
readonly ShroudRendererInfo info;
|
||||
readonly Sprite[] shroudSprites, fogSprites;
|
||||
readonly int[] spriteMap;
|
||||
readonly byte[] spriteMap;
|
||||
readonly CellLayer<ShroudTile> tiles;
|
||||
readonly int variantStride;
|
||||
readonly byte variantStride;
|
||||
readonly Map map;
|
||||
readonly Edges notVisibleEdges;
|
||||
|
||||
bool clearedForNullShroud;
|
||||
int lastShroudHash;
|
||||
CellRegion updatedRegion;
|
||||
|
||||
PaletteReference fogPalette, shroudPalette;
|
||||
int shroudHash;
|
||||
|
||||
public ShroudRenderer(World world, ShroudRendererInfo info)
|
||||
{
|
||||
if (info.ShroudVariants.Length != info.FogVariants.Length)
|
||||
throw new ArgumentException("ShroudRenderer must define the same number of shroud and fog variants!", "info");
|
||||
|
||||
if ((info.OverrideFullFog == null) ^ (info.OverrideFullShroud == null))
|
||||
throw new ArgumentException("ShroudRenderer cannot define overrides for only one of shroud or fog!", "info");
|
||||
|
||||
if (info.ShroudVariants.Length > byte.MaxValue)
|
||||
throw new ArgumentException("ShroudRenderer cannot define this many shroud and fog variants.", "info");
|
||||
|
||||
if (info.Index.Length >= byte.MaxValue)
|
||||
throw new ArgumentException("ShroudRenderer cannot define this many indexes for shroud directions.", "info");
|
||||
|
||||
this.info = info;
|
||||
map = world.Map;
|
||||
|
||||
tiles = new CellLayer<ShroudTile>(map);
|
||||
|
||||
// Force update on first render
|
||||
shroudHash = -1;
|
||||
|
||||
// Load sprite variants
|
||||
if (info.ShroudVariants.Length != info.FogVariants.Length)
|
||||
throw new InvalidOperationException("ShroudRenderer must define the same number of shroud and fog variants!");
|
||||
|
||||
if ((info.OverrideFullFog == null) ^ (info.OverrideFullShroud == null))
|
||||
throw new InvalidOperationException("ShroudRenderer cannot define overrides for only one of shroud or fog!");
|
||||
|
||||
var variantCount = info.ShroudVariants.Length;
|
||||
variantStride = info.Index.Length + (info.OverrideFullShroud != null ? 1 : 0);
|
||||
variantStride = (byte)(info.Index.Length + (info.OverrideFullShroud != null ? 1 : 0));
|
||||
shroudSprites = new Sprite[variantCount * variantStride];
|
||||
fogSprites = new Sprite[variantCount * variantStride];
|
||||
|
||||
@@ -115,31 +141,33 @@ namespace OpenRA.Mods.RA
|
||||
}
|
||||
|
||||
// Mapping of shrouded directions -> sprite index
|
||||
spriteMap = new int[info.UseExtendedIndex ? 256 : 16];
|
||||
spriteMap = new byte[(byte)(info.UseExtendedIndex ? Edges.All : Edges.AllCorners) + 1];
|
||||
for (var i = 0; i < info.Index.Length; i++)
|
||||
spriteMap[info.Index[i]] = i;
|
||||
spriteMap[info.Index[i]] = (byte)i;
|
||||
|
||||
if (info.OverrideFullShroud != null)
|
||||
spriteMap[info.OverrideShroudIndex] = variantStride - 1;
|
||||
spriteMap[info.OverrideShroudIndex] = (byte)(variantStride - 1);
|
||||
|
||||
notVisibleEdges = info.UseExtendedIndex ? Edges.AllSides : Edges.AllCorners;
|
||||
}
|
||||
|
||||
static int FoggedEdges(Shroud s, CPos p, bool useExtendedIndex)
|
||||
Edges GetEdges(CPos p, Func<CPos, bool> isVisible)
|
||||
{
|
||||
if (!s.IsVisible(p))
|
||||
return useExtendedIndex ? 240 : 15;
|
||||
if (!isVisible(p))
|
||||
return notVisibleEdges;
|
||||
|
||||
// If a side is shrouded then we also count the corners
|
||||
var u = 0;
|
||||
if (!s.IsVisible(p + new CVec(0, -1))) u |= 0x13;
|
||||
if (!s.IsVisible(p + new CVec(1, 0))) u |= 0x26;
|
||||
if (!s.IsVisible(p + new CVec(0, 1))) u |= 0x4C;
|
||||
if (!s.IsVisible(p + new CVec(-1, 0))) u |= 0x89;
|
||||
var u = Edges.None;
|
||||
if (!isVisible(p + new CVec(0, -1))) u |= Edges.Top;
|
||||
if (!isVisible(p + new CVec(1, 0))) u |= Edges.Right;
|
||||
if (!isVisible(p + new CVec(0, 1))) u |= Edges.Bottom;
|
||||
if (!isVisible(p + new CVec(-1, 0))) u |= Edges.Left;
|
||||
|
||||
var uside = u & 0x0F;
|
||||
if (!s.IsVisible(p + new CVec(-1, -1))) u |= 0x01;
|
||||
if (!s.IsVisible(p + new CVec(1, -1))) u |= 0x02;
|
||||
if (!s.IsVisible(p + new CVec(1, 1))) u |= 0x04;
|
||||
if (!s.IsVisible(p + new CVec(-1, 1))) u |= 0x08;
|
||||
var ucorner = u & Edges.AllCorners;
|
||||
if (!isVisible(p + new CVec(-1, -1))) u |= Edges.TopLeft;
|
||||
if (!isVisible(p + new CVec(1, -1))) u |= Edges.TopRight;
|
||||
if (!isVisible(p + new CVec(1, 1))) u |= Edges.BottomRight;
|
||||
if (!isVisible(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
|
||||
|
||||
// RA provides a set of frames for tiles with shrouded
|
||||
// corners but unshrouded edges. We want to detect this
|
||||
@@ -147,51 +175,24 @@ namespace OpenRA.Mods.RA
|
||||
// in other combinations. The XOR turns off the corner
|
||||
// bits that are enabled twice, which gives the behavior
|
||||
// we want here.
|
||||
return useExtendedIndex ? u ^ uside : u & 0x0F;
|
||||
return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
|
||||
}
|
||||
|
||||
static int ShroudedEdges(Shroud s, CPos p, bool useExtendedIndex)
|
||||
Edges GetObserverEdges(CPos p)
|
||||
{
|
||||
if (!s.IsExplored(p))
|
||||
return useExtendedIndex ? 240 : 15;
|
||||
var u = Edges.None;
|
||||
if (!map.Contains(p + new CVec(0, -1))) u |= Edges.Top;
|
||||
if (!map.Contains(p + new CVec(1, 0))) u |= Edges.Right;
|
||||
if (!map.Contains(p + new CVec(0, 1))) u |= Edges.Bottom;
|
||||
if (!map.Contains(p + new CVec(-1, 0))) u |= Edges.Left;
|
||||
|
||||
// If a side is shrouded then we also count the corners
|
||||
var u = 0;
|
||||
if (!s.IsExplored(p + new CVec(0, -1))) u |= 0x13;
|
||||
if (!s.IsExplored(p + new CVec(1, 0))) u |= 0x26;
|
||||
if (!s.IsExplored(p + new CVec(0, 1))) u |= 0x4C;
|
||||
if (!s.IsExplored(p + new CVec(-1, 0))) u |= 0x89;
|
||||
var ucorner = u & Edges.AllCorners;
|
||||
if (!map.Contains(p + new CVec(-1, -1))) u |= Edges.TopLeft;
|
||||
if (!map.Contains(p + new CVec(1, -1))) u |= Edges.TopRight;
|
||||
if (!map.Contains(p + new CVec(1, 1))) u |= Edges.BottomRight;
|
||||
if (!map.Contains(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
|
||||
|
||||
var uside = u & 0x0F;
|
||||
if (!s.IsExplored(p + new CVec(-1, -1))) u |= 0x01;
|
||||
if (!s.IsExplored(p + new CVec(1, -1))) u |= 0x02;
|
||||
if (!s.IsExplored(p + new CVec(1, 1))) u |= 0x04;
|
||||
if (!s.IsExplored(p + new CVec(-1, 1))) u |= 0x08;
|
||||
|
||||
// RA provides a set of frames for tiles with shrouded
|
||||
// corners but unshrouded edges. We want to detect this
|
||||
// situation without breaking the edge -> corner enabling
|
||||
// in other combinations. The XOR turns off the corner
|
||||
// bits that are enabled twice, which gives the behavior
|
||||
// we want here.
|
||||
return useExtendedIndex ? u ^ uside : u & 0x0F;
|
||||
}
|
||||
|
||||
static int ObserverShroudedEdges(Map map, CPos p, bool useExtendedIndex)
|
||||
{
|
||||
var u = 0;
|
||||
if (!map.Contains(p + new CVec(0, -1))) u |= 0x13;
|
||||
if (!map.Contains(p + new CVec(1, 0))) u |= 0x26;
|
||||
if (!map.Contains(p + new CVec(0, 1))) u |= 0x4C;
|
||||
if (!map.Contains(p + new CVec(-1, 0))) u |= 0x89;
|
||||
|
||||
var uside = u & 0x0F;
|
||||
if (!map.Contains(p + new CVec(-1, -1))) u |= 0x01;
|
||||
if (!map.Contains(p + new CVec(1, -1))) u |= 0x02;
|
||||
if (!map.Contains(p + new CVec(1, 1))) u |= 0x04;
|
||||
if (!map.Contains(p + new CVec(-1, 1))) u |= 0x08;
|
||||
|
||||
return useExtendedIndex ? u ^ uside : u & 0x0F;
|
||||
return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
|
||||
}
|
||||
|
||||
public void WorldLoaded(World w, WorldRenderer wr)
|
||||
@@ -201,14 +202,15 @@ namespace OpenRA.Mods.RA
|
||||
foreach (var cell in CellRegion.Expand(w.Map.Cells, 1))
|
||||
{
|
||||
var screen = wr.ScreenPosition(w.Map.CenterOfCell(cell));
|
||||
var variant = Game.CosmeticRandom.Next(info.ShroudVariants.Length);
|
||||
tiles[cell] = new ShroudTile(cell, screen, variant);
|
||||
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
|
||||
tiles[cell] = new ShroudTile(screen, variant);
|
||||
|
||||
// Set the cells outside the border so they don't need to be touched again
|
||||
if (!map.Contains(cell))
|
||||
{
|
||||
var index = info.UseExtendedIndex ? 240 : 15;
|
||||
tiles[cell].Shroud = shroudSprites[variant * variantStride + spriteMap[index]];
|
||||
var shroudTile = tiles[cell];
|
||||
shroudTile.Shroud = GetTile(shroudSprites, notVisibleEdges, variant);
|
||||
tiles[cell] = shroudTile;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -216,50 +218,68 @@ namespace OpenRA.Mods.RA
|
||||
shroudPalette = wr.Palette(info.ShroudPalette);
|
||||
}
|
||||
|
||||
Sprite GetTile(int flags, int variant)
|
||||
Sprite GetTile(Sprite[] sprites, Edges edges, int variant)
|
||||
{
|
||||
if (flags == 0)
|
||||
if (edges == Edges.None)
|
||||
return null;
|
||||
|
||||
return shroudSprites[variant * variantStride + spriteMap[flags]];
|
||||
return sprites[variant * variantStride + spriteMap[(byte)edges]];
|
||||
}
|
||||
|
||||
void Update(Shroud shroud)
|
||||
void Update(Shroud shroud, CellRegion region)
|
||||
{
|
||||
var hash = shroud != null ? shroud.Hash : 0;
|
||||
if (shroudHash == hash)
|
||||
if (shroud != null)
|
||||
{
|
||||
// If the current shroud hasn't changed and we have already updated the specified area, we don't need to do anything.
|
||||
if (lastShroudHash == shroud.Hash && !clearedForNullShroud && updatedRegion.Contains(region))
|
||||
return;
|
||||
|
||||
shroudHash = hash;
|
||||
if (shroud == null)
|
||||
lastShroudHash = shroud.Hash;
|
||||
clearedForNullShroud = false;
|
||||
updatedRegion = region;
|
||||
UpdateShroud(shroud);
|
||||
}
|
||||
else if (!clearedForNullShroud)
|
||||
{
|
||||
// Players with no shroud see the whole map so we only need to set the edges
|
||||
foreach (var cell in map.Cells)
|
||||
{
|
||||
var t = tiles[cell];
|
||||
var shrouded = ObserverShroudedEdges(map, t.Position, info.UseExtendedIndex);
|
||||
// We need to clear any applied shroud.
|
||||
clearedForNullShroud = true;
|
||||
updatedRegion = new CellRegion(map.TileShape, new CPos(0, 0), new CPos(-1, -1));
|
||||
UpdateNullShroud();
|
||||
}
|
||||
}
|
||||
|
||||
t.Shroud = shrouded != 0 ? shroudSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
|
||||
t.Fog = shrouded != 0 ? fogSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
|
||||
void UpdateShroud(Shroud shroud)
|
||||
{
|
||||
var visibleUnderShroud = shroud.IsExploredTest(updatedRegion);
|
||||
var visibleUnderFog = shroud.IsVisibleTest(updatedRegion);
|
||||
foreach (var cell in updatedRegion)
|
||||
{
|
||||
var shrouded = GetEdges(cell, visibleUnderShroud);
|
||||
var fogged = GetEdges(cell, visibleUnderFog);
|
||||
var shroudTile = tiles[cell];
|
||||
var variant = shroudTile.Variant;
|
||||
shroudTile.Shroud = GetTile(shroudSprites, shrouded, variant);
|
||||
shroudTile.Fog = GetTile(fogSprites, fogged, variant);
|
||||
tiles[cell] = shroudTile;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
void UpdateNullShroud()
|
||||
{
|
||||
foreach (var cell in map.Cells)
|
||||
{
|
||||
var t = tiles[cell];
|
||||
var shrouded = ShroudedEdges(shroud, t.Position, info.UseExtendedIndex);
|
||||
var fogged = FoggedEdges(shroud, t.Position, info.UseExtendedIndex);
|
||||
|
||||
t.Shroud = shrouded != 0 ? shroudSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
|
||||
t.Fog = fogged != 0 ? fogSprites[t.Variant * variantStride + spriteMap[fogged]] : null;
|
||||
}
|
||||
var edges = GetObserverEdges(cell);
|
||||
var shroudTile = tiles[cell];
|
||||
var variant = shroudTile.Variant;
|
||||
shroudTile.Shroud = GetTile(shroudSprites, edges, variant);
|
||||
shroudTile.Fog = GetTile(fogSprites, edges, variant);
|
||||
tiles[cell] = shroudTile;
|
||||
}
|
||||
}
|
||||
|
||||
public void RenderShroud(WorldRenderer wr, Shroud shroud)
|
||||
{
|
||||
Update(shroud);
|
||||
Update(shroud, wr.Viewport.VisibleCells);
|
||||
|
||||
foreach (var cell in CellRegion.Expand(wr.Viewport.VisibleCells, 1))
|
||||
{
|
||||
|
||||
@@ -34,9 +34,10 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public void Render(WorldRenderer wr)
|
||||
{
|
||||
var shroudObscured = world.ShroudObscuresTest(wr.Viewport.VisibleCells);
|
||||
foreach (var cell in wr.Viewport.VisibleCells)
|
||||
{
|
||||
if (world.ShroudObscures(cell))
|
||||
if (shroudObscured(cell))
|
||||
continue;
|
||||
|
||||
var c = render[cell];
|
||||
|
||||
Reference in New Issue
Block a user