Add depth buffer support to tactical overlays.

This commit is contained in:
Paul Chote
2016-08-22 21:37:35 +01:00
parent f3bac143e9
commit 3082c61e75
6 changed files with 30 additions and 21 deletions

View File

@@ -48,21 +48,22 @@ namespace OpenRA.Graphics
public IRenderable OffsetBy(WVec vec) { return new SelectionBarsRenderable(pos + vec, actor); }
public IRenderable AsDecoration() { return this; }
void DrawExtraBars(WorldRenderer wr, float2 start, float2 end)
void DrawExtraBars(WorldRenderer wr, float3 start, float3 end)
{
foreach (var extraBar in actor.TraitsImplementing<ISelectionBar>())
{
var value = extraBar.GetValue();
if (value != 0 || extraBar.DisplayWhenEmpty)
{
start.Y += (int)(4 / wr.Viewport.Zoom);
end.Y += (int)(4 / wr.Viewport.Zoom);
var offset = new float3(0, (int)(4 / wr.Viewport.Zoom), 0);
start += offset;
end += offset;
DrawSelectionBar(wr, start, end, extraBar.GetValue(), extraBar.GetColor());
}
}
}
void DrawSelectionBar(WorldRenderer wr, float2 start, float2 end, float value, Color barColor)
void DrawSelectionBar(WorldRenderer wr, float3 start, float3 end, float value, Color barColor)
{
var iz = 1 / wr.Viewport.Zoom;
var c = Color.FromArgb(128, 30, 30, 30);
@@ -73,7 +74,7 @@ namespace OpenRA.Graphics
var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
var z = float2.Lerp(start, end, value);
var z = float3.Lerp(start, end, value);
var wcr = Game.Renderer.WorldRgbaColorRenderer;
wcr.DrawLine(start + p, end + p, iz, c);
wcr.DrawLine(start + q, end + q, iz, c2);
@@ -93,7 +94,7 @@ namespace OpenRA.Graphics
health.DamageState == DamageState.Heavy ? Color.Yellow : Color.LimeGreen;
}
void DrawHealthBar(WorldRenderer wr, IHealth health, float2 start, float2 end)
void DrawHealthBar(WorldRenderer wr, IHealth health, float3 start, float3 end)
{
if (health == null || health.IsDead)
return;
@@ -112,7 +113,7 @@ namespace OpenRA.Graphics
healthColor.G / 2,
healthColor.B / 2);
var z = float2.Lerp(start, end, (float)health.HP / health.MaxHP);
var z = float3.Lerp(start, end, (float)health.HP / health.MaxHP);
var wcr = Game.Renderer.WorldRgbaColorRenderer;
wcr.DrawLine(start + p, end + p, iz, c);
@@ -131,7 +132,7 @@ namespace OpenRA.Graphics
deltaColor.R / 2,
deltaColor.G / 2,
deltaColor.B / 2);
var zz = float2.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
var zz = float3.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
wcr.DrawLine(z + p, zz + p, iz, deltaColor2);
wcr.DrawLine(z + q, zz + q, iz, deltaColor);
@@ -147,12 +148,12 @@ namespace OpenRA.Graphics
var health = actor.TraitOrDefault<IHealth>();
var screenPos = wr.ScreenPxPosition(pos);
var screenPos = wr.Screen3DPxPosition(pos);
var bounds = actor.VisualBounds;
bounds.Offset(screenPos.X, screenPos.Y);
bounds.Offset((int)screenPos.X, (int)screenPos.Y);
var start = new float2(bounds.Left + 1, bounds.Top);
var end = new float2(bounds.Right - 1, bounds.Top);
var start = new float3(bounds.Left + 1, bounds.Top, screenPos.Z);
var end = new float3(bounds.Right - 1, bounds.Top, screenPos.Z);
if (DisplayHealth)
DrawHealthBar(wr, health, start, end);