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

View File

@@ -43,9 +43,9 @@ namespace OpenRA.Graphics
return; return;
var iz = 1 / wr.Viewport.Zoom; var iz = 1 / wr.Viewport.Zoom;
var first = wr.ScreenPxPosition(waypoints.First()); var first = wr.Screen3DPosition(waypoints.First());
var a = first; var a = first;
foreach (var b in waypoints.Skip(1).Select(pos => wr.ScreenPxPosition(pos))) foreach (var b in waypoints.Skip(1).Select(pos => wr.Screen3DPosition(pos)))
{ {
Game.Renderer.WorldRgbaColorRenderer.DrawLine(a, b, iz, color); Game.Renderer.WorldRgbaColorRenderer.DrawLine(a, b, iz, color);
DrawTargetMarker(wr, color, b); DrawTargetMarker(wr, color, b);

View File

@@ -37,6 +37,14 @@ namespace OpenRA
public static float3 operator /(float3 a, float3 b) { return new float3(a.X / b.X, a.Y / b.Y, a.Z / b.Z); } public static float3 operator /(float3 a, float3 b) { return new float3(a.X / b.X, a.Y / b.Y, a.Z / b.Z); }
public static float3 operator /(float3 a, float b) { return new float3(a.X / b, a.Y / b, a.Z / b); } public static float3 operator /(float3 a, float b) { return new float3(a.X / b, a.Y / b, a.Z / b); }
public static float3 Lerp(float3 a, float3 b, float t)
{
return new float3(
float2.Lerp(a.X, b.X, t),
float2.Lerp(a.Y, b.Y, t),
float2.Lerp(a.Z, b.Z, t));
}
public static bool operator ==(float3 me, float3 other) { return me.X == other.X && me.Y == other.Y && me.Z == other.Z; } public static bool operator ==(float3 me, float3 other) { return me.X == other.X && me.Y == other.Y && me.Z == other.Z; }
public static bool operator !=(float3 me, float3 other) { return !(me == other); } public static bool operator !=(float3 me, float3 other) { return !(me == other); }
public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode(); } public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode(); }

View File

@@ -67,13 +67,13 @@ namespace OpenRA.Mods.Common.Graphics
public void Render(WorldRenderer wr) public void Render(WorldRenderer wr)
{ {
var wcr = Game.Renderer.WorldRgbaColorRenderer; var wcr = Game.Renderer.WorldRgbaColorRenderer;
var center = wr.ScreenPosition(centerPosition); var center = wr.Screen3DPosition(centerPosition);
for (var i = 0; i < trailCount; i++) for (var i = 0; i < trailCount; i++)
{ {
var angle = trailAngle - new WAngle(i * (trailSeparation.Angle <= 512 ? 1 : -1)); var angle = trailAngle - new WAngle(i * (trailSeparation.Angle <= 512 ? 1 : -1));
var length = radius.Length * new WVec(angle.Cos(), angle.Sin(), 0) / 1024; var length = radius.Length * new WVec(angle.Cos(), angle.Sin(), 0) / 1024;
var end = wr.ScreenPosition(centerPosition + length); var end = wr.Screen3DPosition(centerPosition + length);
var alpha = color.A - i * color.A / trailCount; var alpha = color.A - i * color.A / trailCount;
wcr.DrawLine(center, end, 3, Color.FromArgb(alpha, contrastColor)); wcr.DrawLine(center, end, 3, Color.FromArgb(alpha, contrastColor));

View File

@@ -58,8 +58,8 @@ namespace OpenRA.Mods.Common.Graphics
var offset = new WVec(radius.Length, 0, 0); var offset = new WVec(radius.Length, 0, 0);
for (var i = 0; i < RangeCircleSegments; i++) for (var i = 0; i < RangeCircleSegments; i++)
{ {
var a = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleStartRotations[i])); var a = wr.Screen3DPosition(centerPosition + offset.Rotate(RangeCircleStartRotations[i]));
var b = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleEndRotations[i])); var b = wr.Screen3DPosition(centerPosition + offset.Rotate(RangeCircleEndRotations[i]));
if (contrastWidth > 0) if (contrastWidth > 0)
wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor); wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor);

View File

@@ -45,11 +45,11 @@ namespace OpenRA.Mods.Common.Graphics
public void Render(WorldRenderer wr) public void Render(WorldRenderer wr)
{ {
var iz = 1 / wr.Viewport.Zoom; var iz = 1 / wr.Viewport.Zoom;
var screenPos = wr.ScreenPxPosition(pos); var screenPos = wr.Screen3DPxPosition(pos);
var tl = screenPos + new float2(visualBounds.Left, visualBounds.Top); var tl = screenPos + new float2(visualBounds.Left, visualBounds.Top);
var br = screenPos + new float2(visualBounds.Right, visualBounds.Bottom); var br = screenPos + new float2(visualBounds.Right, visualBounds.Bottom);
var tr = new float2(br.X, tl.Y); var tr = new float3(br.X, tl.Y, screenPos.Z);
var bl = new float2(tl.X, br.Y); var bl = new float3(tl.X, br.Y, screenPos.Z);
var u = new float2(4 * iz, 0); var u = new float2(4 * iz, 0);
var v = new float2(0, 4 * iz); var v = new float2(0, 4 * iz);