Remove color caches

This commit is contained in:
Gustas
2023-08-11 11:26:33 +03:00
committed by Matthias Mailänder
parent 239891070d
commit 6b463f9d9e
7 changed files with 63 additions and 46 deletions

View File

@@ -21,9 +21,12 @@ namespace OpenRA.Mods.Common.Graphics
public int Length => trail.Length;
readonly Actor owner;
readonly World world;
readonly Color startcolor;
readonly Color endcolor;
readonly Color startColor;
readonly bool usePlayerStartColor;
readonly Color endColor;
readonly bool usePlayerEndColor;
// Store trail positions in a circular buffer
readonly WPos[] trail;
@@ -33,20 +36,23 @@ namespace OpenRA.Mods.Common.Graphics
int length;
readonly int skip;
public ContrailRenderable(World world, Color startcolor, Color endcolor, WDist startWidth, WDist endWidth, int length, int skip, int zOffset)
: this(world, new WPos[length], startWidth, endWidth, 0, 0, skip, startcolor, endcolor, zOffset) { }
public ContrailRenderable(World world, Actor owner, Color startcolor, bool usePlayerStartColor, Color endcolor, bool usePlayerEndColor, WDist startWidth, WDist endWidth, int length, int skip, int zOffset)
: this(world, owner, new WPos[length], startWidth, endWidth, 0, 0, skip, startcolor, usePlayerStartColor, endcolor, usePlayerEndColor, zOffset) { }
ContrailRenderable(World world, WPos[] trail, WDist startWidth, WDist endWidth, int next, int length, int skip, Color startcolor, Color endcolor, int zOffset)
ContrailRenderable(World world, Actor owner, WPos[] trail, WDist startWidth, WDist endWidth, int next, int length, int skip, Color startColor, bool usePlayerStartColor, Color endColor, bool usePlayerEndColor, int zOffset)
{
this.world = world;
this.owner = owner;
this.trail = trail;
this.startWidth = startWidth;
this.endWidth = endWidth;
this.next = next;
this.length = length;
this.skip = skip;
this.startcolor = startcolor;
this.endcolor = endcolor;
this.startColor = startColor;
this.usePlayerStartColor = usePlayerStartColor;
this.usePlayerEndColor = usePlayerEndColor;
this.endColor = endColor;
ZOffset = zOffset;
}
@@ -54,12 +60,12 @@ namespace OpenRA.Mods.Common.Graphics
public int ZOffset { get; }
public bool IsDecoration => true;
public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), startWidth, endWidth, next, length, skip, startcolor, endcolor, newOffset); }
public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, owner, (WPos[])trail.Clone(), startWidth, endWidth, next, length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, newOffset); }
public IRenderable OffsetBy(in WVec vec)
{
// Lambdas can't use 'in' variables, so capture a copy for later
var offset = vec;
return new ContrailRenderable(world, trail.Select(pos => pos + offset).ToArray(), startWidth, endWidth, next, length, skip, startcolor, endcolor, ZOffset);
return new ContrailRenderable(world, owner, trail.Select(pos => pos + offset).ToArray(), startWidth, endWidth, next, length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, ZOffset);
}
public IRenderable AsDecoration() { return this; }
@@ -68,7 +74,7 @@ namespace OpenRA.Mods.Common.Graphics
public void Render(WorldRenderer wr)
{
// Note: The length of contrail is now actually the number of the points to draw the contrail
// and we require at least two points to draw a tail
// and we require at least two points to draw a tail.
var renderLength = length - skip;
if (renderLength <= 1)
return;
@@ -76,14 +82,22 @@ namespace OpenRA.Mods.Common.Graphics
var screenWidth = wr.ScreenVector(new WVec(1, 0, 0))[0];
var wcr = Game.Renderer.WorldRgbaColorRenderer;
var startColor = this.startColor;
if (usePlayerStartColor)
startColor = Color.FromArgb(this.startColor.A, owner.OwnerColor());
var endColor = this.endColor;
if (usePlayerEndColor)
endColor = Color.FromArgb(this.endColor.A, owner.OwnerColor());
// Start of the first line segment is the tail of the list - don't smooth it.
var curPos = trail[Index(next - skip - 1)];
var curColor = startcolor;
var curColor = startColor;
for (var i = 1; i < renderLength; i++)
{
var j = next - skip - 1 - i;
var nextColor = Exts.ColorLerp(i / (renderLength - 1f), startcolor, endcolor);
var nextColor = Exts.ColorLerp(i / (renderLength - 1f), startColor, endColor);
var nextX = 0L;
var nextY = 0L;