Add shadow rendering for resource sprites.

This commit is contained in:
Paul Chote
2021-01-16 21:53:01 +00:00
committed by reaperrr
parent 30e5c807b0
commit 889153ce81

View File

@@ -36,6 +36,7 @@ namespace OpenRA.Mods.Common.Traits
readonly HashSet<CPos> dirty = new HashSet<CPos>();
readonly Queue<CPos> cleanDirty = new Queue<CPos>();
TerrainSpriteLayer shadowLayer;
TerrainSpriteLayer spriteLayer;
public ResourceRenderer(Actor self, ResourceRendererInfo info)
@@ -68,6 +69,17 @@ namespace OpenRA.Mods.Common.Traits
spriteLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
}
if (shadowLayer == null)
{
var firstWithShadow = r.Value.Variants.Values.FirstOrDefault(v => v.ShadowStart > 0);
if (firstWithShadow != null)
{
var first = firstWithShadow.GetShadow(0, WAngle.Zero);
var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
shadowLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
}
}
// All resources must share a sheet and blend mode
var sprites = r.Value.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
@@ -94,13 +106,20 @@ namespace OpenRA.Mods.Common.Traits
{
// resource.Type is meaningless (and may be null) if resource.Sequence is null
if (sequence != null)
{
shadowLayer?.Update(cell, sequence.GetShadow(frame, WAngle.Zero), palette, sequence.IgnoreWorldTint);
spriteLayer.Update(cell, sequence, palette, frame);
}
else
{
shadowLayer?.Clear(cell);
spriteLayer.Clear(cell);
}
}
void IRenderOverlay.Render(WorldRenderer wr)
{
shadowLayer?.Draw(wr.Viewport);
spriteLayer.Draw(wr.Viewport);
}
@@ -166,6 +185,7 @@ namespace OpenRA.Mods.Common.Traits
if (disposed)
return;
shadowLayer?.Dispose();
spriteLayer.Dispose();
ResourceLayer.CellChanged -= AddDirtyCell;