Overhaul LazerZap and AreaBeam rendering.

This commit is contained in:
Paul Chote
2015-11-29 11:49:01 +00:00
parent 78556ec60c
commit 92d0261005
7 changed files with 53 additions and 21 deletions

View File

@@ -13,21 +13,24 @@ using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Graphics
{
public enum BeamRenderableShape { Cylindrical, Flat }
public struct BeamRenderable : IRenderable, IFinalizedRenderable
{
readonly WPos pos;
readonly int zOffset;
readonly WVec length;
readonly BeamRenderableShape shape;
readonly WDist width;
readonly Color color;
readonly float width;
public BeamRenderable(WPos pos, int zOffset, WVec length, float width, Color color)
public BeamRenderable(WPos pos, int zOffset, WVec length, BeamRenderableShape shape, WDist width, Color color)
{
this.pos = pos;
this.zOffset = zOffset;
this.length = length;
this.color = color;
this.shape = shape;
this.width = width;
this.color = color;
}
public WPos Pos { get { return pos; } }
@@ -35,22 +38,35 @@ namespace OpenRA.Mods.Common.Graphics
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return true; } }
public IRenderable WithPalette(PaletteReference newPalette) { return new BeamRenderable(pos, zOffset, length, width, color); }
public IRenderable WithZOffset(int newOffset) { return new BeamRenderable(pos, zOffset, length, width, color); }
public IRenderable OffsetBy(WVec vec) { return new BeamRenderable(pos + vec, zOffset, length, width, color); }
public IRenderable WithPalette(PaletteReference newPalette) { return new BeamRenderable(pos, zOffset, length, shape, width, color); }
public IRenderable WithZOffset(int newOffset) { return new BeamRenderable(pos, zOffset, length, shape, width, color); }
public IRenderable OffsetBy(WVec vec) { return new BeamRenderable(pos + vec, zOffset, length, shape, width, color); }
public IRenderable AsDecoration() { return this; }
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
var wlr = Game.Renderer.WorldLineRenderer;
var src = wr.ScreenPosition(pos);
var dest = wr.ScreenPosition(pos + length);
var vecLength = length.Length;
if (vecLength == 0)
return;
var oldWidth = wlr.LineWidth;
wlr.LineWidth = wr.Viewport.Zoom * width;
wlr.DrawLine(src, dest, color);
wlr.LineWidth = oldWidth;
if (shape == BeamRenderableShape.Flat)
{
var delta = length * width.Length / (2 * vecLength);
var corner = new WVec(-delta.Y, delta.X, delta.Z);
var a = wr.ScreenPosition(pos - corner);
var b = wr.ScreenPosition(pos + corner);
var c = wr.ScreenPosition(pos + corner + length);
var d = wr.ScreenPosition(pos - corner + length);
Game.Renderer.WorldRgbaColorRenderer.FillRect(a, b, c, d, color);
}
else
{
var start = wr.ScreenPosition(pos);
var end = wr.ScreenPosition(pos + length);
var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
Game.Renderer.WorldRgbaColorRenderer.DrawLine(start, end, screenWidth, color);
}
}
public void RenderDebugGeometry(WorldRenderer wr) { }