Move ShroudRenderer into Graphics.
This commit is contained in:
161
OpenRA.Game/Graphics/ShroudRenderer.cs
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161
OpenRA.Game/Graphics/ShroudRenderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public class ShroudRenderer
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{
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Traits.Shroud shroud;
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Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow");
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Sprite[,] sprites, fogSprites;
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bool dirty = true;
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Map map;
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public ShroudRenderer(World world)
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{
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this.shroud = world.LocalShroud;
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this.map = world.Map;
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sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];
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shroud.Dirty += () => dirty = true;
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}
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static readonly byte[][] SpecialShroudTiles =
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{
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new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
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new byte[] { 32, 32, 25, 25, 19, 19, 20, 20 },
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new byte[] { 33, 33, 33, 33, 26, 26, 26, 26, 21, 21, 21, 21, 23, 23, 23, 23 },
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new byte[] { 36, 36, 36, 36, 30, 30, 30, 30 },
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new byte[] { 34, 16, 34, 16, 34, 16, 34, 16, 27, 22, 27, 22, 27, 22, 27, 22 },
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new byte[] { 44 },
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new byte[] { 37, 37, 37, 37, 37, 37, 37, 37, 31, 31, 31, 31, 31, 31, 31, 31 },
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new byte[] { 40 },
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new byte[] { 35, 24, 17, 18 },
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new byte[] { 39, 39, 29, 29 },
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new byte[] { 45 },
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new byte[] { 43 },
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new byte[] { 38, 28 },
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new byte[] { 42 },
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new byte[] { 41 },
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new byte[] { 46 },
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};
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Sprite ChooseShroud(int i, int j)
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{
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if( !shroud.IsExplored( i, j ) ) return shadowBits[ 0xf ];
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// bits are for unexploredness: up, right, down, left
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var v = 0;
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// bits are for unexploredness: TL, TR, BR, BL
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var u = 0;
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if( !shroud.IsExplored( i, j - 1 ) ) { v |= 1; u |= 3; }
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if( !shroud.IsExplored( i + 1, j ) ) { v |= 2; u |= 6; }
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if( !shroud.IsExplored( i, j + 1 ) ) { v |= 4; u |= 12; }
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if( !shroud.IsExplored( i - 1, j ) ) { v |= 8; u |= 9; }
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var uSides = u;
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if( !shroud.IsExplored( i - 1, j - 1 ) ) u |= 1;
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if( !shroud.IsExplored( i + 1, j - 1 ) ) u |= 2;
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if( !shroud.IsExplored( i + 1, j + 1 ) ) u |= 4;
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if( !shroud.IsExplored( i - 1, j + 1 ) ) u |= 8;
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return shadowBits[ SpecialShroudTiles[ u ^ uSides ][ v ] ];
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}
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Sprite ChooseFog(int i, int j)
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{
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if (!shroud.IsVisible(i,j)) return shadowBits[0xf];
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if (!shroud.IsExplored(i, j)) return shadowBits[0xf];
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// bits are for unexploredness: up, right, down, left
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var v = 0;
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// bits are for unexploredness: TL, TR, BR, BL
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var u = 0;
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if (!shroud.IsVisible(i, j - 1)) { v |= 1; u |= 3; }
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if (!shroud.IsVisible(i + 1, j)) { v |= 2; u |= 6; }
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if (!shroud.IsVisible(i, j + 1)) { v |= 4; u |= 12; }
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if (!shroud.IsVisible(i - 1, j)) { v |= 8; u |= 9; }
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var uSides = u;
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if (!shroud.IsVisible(i - 1, j - 1)) u |= 1;
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if (!shroud.IsVisible(i + 1, j - 1)) u |= 2;
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if (!shroud.IsVisible(i + 1, j + 1)) u |= 4;
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if (!shroud.IsVisible(i - 1, j + 1)) u |= 8;
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return shadowBits[SpecialShroudTiles[u ^ uSides][v]];
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}
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internal void Draw( WorldRenderer wr )
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{
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if (dirty)
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{
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dirty = false;
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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sprites[i, j] = ChooseShroud(i, j);
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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fogSprites[i, j] = ChooseFog(i, j);
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}
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var clipRect = Game.viewport.WorldBounds(wr.world);
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DrawShroud( wr, clipRect, fogSprites, "fog" );
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DrawShroud( wr, clipRect, sprites, "shroud" );
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}
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void DrawShroud( WorldRenderer wr, Rectangle clip, Sprite[,] s, string pal )
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{
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var shroudPalette = wr.GetPaletteIndex(pal);
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for (var j = clip.Top; j < clip.Bottom; j++)
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{
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var starti = clip.Left;
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var last = shadowBits[0x0f];
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for (var i = clip.Left; i < clip.Right; i++)
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{
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if ((s[i, j] == shadowBits[0x0f] && last == shadowBits[0x0f])
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|| (s[i, j] == shadowBits[0] && last == shadowBits[0]))
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continue;
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if (starti != i)
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{
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s[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (i - starti), Game.CellSize));
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starti = i + 1;
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}
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s[i, j].DrawAt(
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Game.CellSize * new float2(i, j),
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shroudPalette);
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starti = i + 1;
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last = s[i, j];
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}
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if (starti < clip.Right)
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s[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (clip.Right - starti), Game.CellSize));
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}
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}
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}
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}
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