Use RgbaColorRenderer for rendering contrails.
This commit is contained in:
@@ -24,17 +24,19 @@ namespace OpenRA.Mods.Common.Graphics
|
||||
|
||||
// Store trail positions in a circular buffer
|
||||
readonly WPos[] trail;
|
||||
readonly WDist width;
|
||||
int next;
|
||||
int length;
|
||||
int skip;
|
||||
|
||||
public ContrailRenderable(World world, Color color, int length, int skip, int zOffset)
|
||||
: this(world, new WPos[length], 0, 0, skip, color, zOffset) { }
|
||||
public ContrailRenderable(World world, Color color, WDist width, int length, int skip, int zOffset)
|
||||
: this(world, new WPos[length], width, 0, 0, skip, color, zOffset) { }
|
||||
|
||||
ContrailRenderable(World world, WPos[] trail, int next, int length, int skip, Color color, int zOffset)
|
||||
ContrailRenderable(World world, WPos[] trail, WDist width, int next, int length, int skip, Color color, int zOffset)
|
||||
{
|
||||
this.world = world;
|
||||
this.trail = trail;
|
||||
this.width = width;
|
||||
this.next = next;
|
||||
this.length = length;
|
||||
this.skip = skip;
|
||||
@@ -47,9 +49,9 @@ namespace OpenRA.Mods.Common.Graphics
|
||||
public int ZOffset { get { return zOffset; } }
|
||||
public bool IsDecoration { get { return true; } }
|
||||
|
||||
public IRenderable WithPalette(PaletteReference newPalette) { return new ContrailRenderable(world, (WPos[])trail.Clone(), next, length, skip, color, zOffset); }
|
||||
public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), next, length, skip, color, newOffset); }
|
||||
public IRenderable OffsetBy(WVec vec) { return new ContrailRenderable(world, trail.Select(pos => pos + vec).ToArray(), next, length, skip, color, zOffset); }
|
||||
public IRenderable WithPalette(PaletteReference newPalette) { return new ContrailRenderable(world, (WPos[])trail.Clone(), width, next, length, skip, color, zOffset); }
|
||||
public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), width, next, length, skip, color, newOffset); }
|
||||
public IRenderable OffsetBy(WVec vec) { return new ContrailRenderable(world, trail.Select(pos => pos + vec).ToArray(), width, next, length, skip, color, zOffset); }
|
||||
public IRenderable AsDecoration() { return this; }
|
||||
|
||||
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
|
||||
@@ -59,9 +61,8 @@ namespace OpenRA.Mods.Common.Graphics
|
||||
if (length - skip < 4)
|
||||
return;
|
||||
|
||||
var wlr = Game.Renderer.WorldLineRenderer;
|
||||
var oldWidth = wlr.LineWidth;
|
||||
wlr.LineWidth = wr.Viewport.Zoom;
|
||||
var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
|
||||
var wcr = Game.Renderer.WorldRgbaColorRenderer;
|
||||
|
||||
// Start of the first line segment is the tail of the list - don't smooth it.
|
||||
var curPos = trail[Index(next - skip - 1)];
|
||||
@@ -73,13 +74,11 @@ namespace OpenRA.Mods.Common.Graphics
|
||||
var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent);
|
||||
|
||||
if (!world.FogObscures(curPos) && !world.FogObscures(nextPos))
|
||||
wlr.DrawLine(wr.ScreenPosition(curPos), wr.ScreenPosition(nextPos), curColor, nextColor);
|
||||
wcr.DrawLine(wr.ScreenPosition(curPos), wr.ScreenPosition(nextPos), screenWidth, curColor, nextColor);
|
||||
|
||||
curPos = nextPos;
|
||||
curColor = nextColor;
|
||||
}
|
||||
|
||||
wlr.LineWidth = oldWidth;
|
||||
}
|
||||
|
||||
public void RenderDebugGeometry(WorldRenderer wr) { }
|
||||
|
||||
Reference in New Issue
Block a user