Add VoxelRenderable to integrate voxel drawing with render traits.
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106
OpenRA.Game/Graphics/VoxelRenderable.cs
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106
OpenRA.Game/Graphics/VoxelRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 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;
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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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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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}
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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 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 WithPos(WPos newPos)
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{
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return new VoxelRenderable(voxels, newPos, 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 void Render(WorldRenderer wr)
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{
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// Depth and shadow buffers are cleared between actors so that
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// overlapping units and shadows behave like overlapping sprites.
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var vr = Game.Renderer.WorldVoxelRenderer;
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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foreach (var v in draw)
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v.Voxel.PrepareForDraw(wr, pos + v.OffsetFunc(), v.RotationFunc(), camera,
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v.FrameFunc(), scale, lightSource);
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Game.Renderer.EnableDepthBuffer();
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Game.Renderer.EnableStencilBuffer();
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foreach (var v in draw)
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v.Voxel.DrawShadow(vr, shadowPalette.Index);
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Game.Renderer.DisableStencilBuffer();
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Game.Renderer.DisableDepthBuffer();
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Game.Renderer.EnableDepthBuffer();
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foreach (var v in draw)
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v.Voxel.Draw(vr, lightAmbientColor, lightDiffuseColor, palette.Index, normalsPalette.Index);
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Game.Renderer.DisableDepthBuffer();
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}
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}
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}
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