Add ContrailEndWidth

This commit is contained in:
Gustas
2022-10-06 14:08:15 +03:00
committed by Matthias Mailänder
parent ff488b77b5
commit 7ef1dccdcf
6 changed files with 86 additions and 20 deletions

View File

@@ -27,19 +27,21 @@ namespace OpenRA.Mods.Common.Graphics
// Store trail positions in a circular buffer
readonly WPos[] trail;
readonly WDist width;
readonly WDist startWidth;
readonly WDist endWidth;
int next;
int length;
readonly int skip;
public ContrailRenderable(World world, Color startcolor, Color endcolor, WDist width, int length, int skip, int zOffset)
: this(world, new WPos[length], width, 0, 0, skip, startcolor, endcolor, zOffset) { }
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) { }
ContrailRenderable(World world, WPos[] trail, WDist width, int next, int length, int skip, Color startcolor, Color endcolor, int zOffset)
ContrailRenderable(World world, WPos[] trail, WDist startWidth, WDist endWidth, int next, int length, int skip, Color startcolor, Color endcolor, int zOffset)
{
this.world = world;
this.trail = trail;
this.width = width;
this.startWidth = startWidth;
this.endWidth = endWidth;
this.next = next;
this.length = length;
this.skip = skip;
@@ -52,12 +54,12 @@ 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(), width, next, length, skip, startcolor, endcolor, newOffset); }
public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), startWidth, endWidth, next, length, skip, startcolor, endcolor, 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(), width, next, length, skip, startcolor, endcolor, ZOffset);
return new ContrailRenderable(world, trail.Select(pos => pos + offset).ToArray(), startWidth, endWidth, next, length, skip, startcolor, endcolor, ZOffset);
}
public IRenderable AsDecoration() { return this; }
@@ -71,7 +73,7 @@ namespace OpenRA.Mods.Common.Graphics
if (renderLength <= 1)
return;
var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
var screenWidth = wr.ScreenVector(new WVec(1, 0, 0))[0];
var wcr = Game.Renderer.WorldRgbaColorRenderer;
// Start of the first line segment is the tail of the list - don't smooth it.
@@ -97,8 +99,20 @@ namespace OpenRA.Mods.Common.Graphics
var nextPos = new WPos((int)(nextX / k), (int)(nextY / k), (int)(nextZ / k));
if (!world.FogObscures(curPos) && !world.FogObscures(nextPos))
wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth, curColor, nextColor);
// When renderLength = 2 we are rendering only one segment, so it needs to be handled differently to avoid
// division by 0. For width we choose startWidth instead of the average as this makes the transition between
// rendering 1 and multiple segments smoother. Above checks make sure that renderLength can never be lower than 2.
float width;
if (renderLength == 2)
width = startWidth.Length;
else
{
var lerp = (i - 1f) / (renderLength - 2);
width = startWidth.Length * (1 - lerp) + endWidth.Length * lerp;
}
if (width > 0 && !world.FogObscures(curPos) && !world.FogObscures(nextPos))
wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth * width, curColor, nextColor);
curPos = nextPos;
curColor = nextColor;