Fix and simplify WeatherOverlay:
- Fix rendering issues - Track particles in world pixels instead of screen pixels - Removed un/underused fade in/out support - Update wind once per tick instead of once per particle - Make Particle struct readonly
This commit is contained in:
@@ -19,6 +19,11 @@ namespace OpenRA.Graphics
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[Flags]
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public enum ScrollDirection { None = 0, Up = 1, Left = 2, Down = 4, Right = 8 }
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public interface INotifyViewportZoomExtentsChanged
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{
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void ViewportZoomExtentsChanged(float minZoom, float maxZoom);
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}
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public static class ViewportExts
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{
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public static bool Includes(this ScrollDirection d, ScrollDirection s)
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@@ -237,6 +242,9 @@ namespace OpenRA.Graphics
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Zoom = minZoom;
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else
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Zoom = Zoom.Clamp(minZoom, maxZoom);
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foreach (var t in worldRenderer.World.WorldActor.TraitsImplementing<INotifyViewportZoomExtentsChanged>())
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t.ViewportZoomExtentsChanged(minZoom, maxZoom);
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}
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public CPos ViewToWorld(int2 view)
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@@ -9,9 +9,10 @@
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*/
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#endregion
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using System.Collections.Generic;
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using System;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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@@ -70,245 +71,177 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new WeatherOverlay(init.World, this); }
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}
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public class WeatherOverlay : ITick, IRenderAboveWorld
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public class WeatherOverlay : ITick, IRenderAboveWorld, INotifyViewportZoomExtentsChanged
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{
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readonly WeatherOverlayInfo info;
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readonly World world;
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struct Particle
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{
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public float PosX;
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public float PosY;
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public int Size;
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public float DirectionScatterX;
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public float Gravity;
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public float SwingOffset;
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public float SwingSpeed;
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public int SwingDirection;
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public float SwingAmplitude;
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public Color Color;
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public Color TailColor;
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public readonly float2 Pos;
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public readonly int Size;
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public readonly float DirectionScatterX;
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public readonly float Gravity;
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public readonly float SwingOffset;
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public readonly float SwingSpeed;
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public readonly int SwingDirection;
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public readonly float SwingAmplitude;
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public readonly Color Color;
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public readonly Color TailColor;
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public Particle(WeatherOverlayInfo info, MersenneTwister r, Rectangle viewport)
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{
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var x = r.Next(viewport.Left, viewport.Right);
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var y = r.Next(viewport.Top, viewport.Bottom);
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Pos = new int2(x, y);
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Size = r.Next(info.ParticleSize[0], info.ParticleSize[1] + 1);
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DirectionScatterX = info.ScatterDirection[0] + r.Next(info.ScatterDirection[1] - info.ScatterDirection[0]);
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Gravity = float2.Lerp(info.Gravity[0], info.Gravity[1], r.NextFloat());
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SwingOffset = float2.Lerp(info.SwingOffset[0], info.SwingOffset[1], r.NextFloat());
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SwingSpeed = float2.Lerp(info.SwingSpeed[0], info.SwingSpeed[1], r.NextFloat());
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SwingDirection = r.Next(2) == 0 ? 1 : -1;
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SwingAmplitude = float2.Lerp(info.SwingAmplitude[0], info.SwingAmplitude[1], r.NextFloat());
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Color = info.ParticleColors.Random(r);
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TailColor = Color.FromArgb(info.LineTailAlphaValue, Color.R, Color.G, Color.B);
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}
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Particle(Particle source)
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{
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Pos = source.Pos;
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Size = source.Size;
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DirectionScatterX = source.DirectionScatterX;
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Gravity = source.Gravity;
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SwingOffset = source.SwingOffset;
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SwingSpeed = source.SwingSpeed;
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SwingDirection = source.SwingDirection;
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SwingAmplitude = source.SwingAmplitude;
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Color = source.Color;
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TailColor = source.TailColor;
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}
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public Particle(Particle source, float2 pos)
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: this(source)
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{
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Pos = pos;
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}
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public Particle(Particle source, float2 pos, int swingDirection, float swingOffset)
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: this(source)
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{
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Pos = pos;
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SwingDirection = swingDirection;
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SwingOffset = swingOffset;
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}
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}
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readonly List<Particle> particleList = new List<Particle>();
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readonly int maxParticleCount;
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readonly WeatherOverlayInfo info;
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readonly World world;
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enum ParticleCountFaderType { Hold, FadeIn, FadeOut }
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ParticleCountFaderType particleCountFader = ParticleCountFaderType.FadeIn;
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float targetWindXOffset = 0f;
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float currentWindXOffset = 0f;
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int currentWindIndex = 0;
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long windTickCountdown = 1500;
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float2 antiScrollPrevTopLeft;
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float windStrength;
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int targetWindStrengthIndex;
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long windUpdateCountdown;
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Particle[] particles;
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Size viewportSize;
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public WeatherOverlay(World world, WeatherOverlayInfo info)
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{
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this.info = info;
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this.world = world;
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currentWindIndex = info.WindLevels.Length / 2;
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targetWindXOffset = info.WindLevels[0];
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maxParticleCount = CalculateParticleCount(Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);
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targetWindStrengthIndex = info.ChangingWindLevel ? world.LocalRandom.Next(info.WindLevels.Length) : 0;
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windUpdateCountdown = world.LocalRandom.Next(info.WindTick[0], info.WindTick[1]);
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}
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int CalculateParticleCount(int x, int y)
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void INotifyViewportZoomExtentsChanged.ViewportZoomExtentsChanged(float minZoom, float maxZoom)
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{
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return (int)(x * y * info.ParticleDensityFactor / 10000);
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}
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// Track particles in a viewport fixed to the minimum zoom level
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var s = (1f / minZoom * new float2(Game.Renderer.NativeResolution)).ToInt2();
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viewportSize = new Size(s.X, s.Y);
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void SpawnParticles(int count, int rangeY, int spawnChancePercent)
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{
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for (var i = 0; i < count; i++)
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{
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if (Game.CosmeticRandom.Next(100) < spawnChancePercent)
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{
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var tempColor = info.ParticleColors.Random(Game.CosmeticRandom);
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var tempColorTail = Color.FromArgb(info.LineTailAlphaValue, tempColor.R, tempColor.G, tempColor.B);
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var tempSwingDirection = Game.CosmeticRandom.Next(2) == 0 ? 1 : -1;
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particleList.Add(
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new Particle
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{
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PosX = Game.CosmeticRandom.Next(Game.Renderer.Resolution.Width),
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PosY = Game.CosmeticRandom.Next(rangeY),
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Size = Game.CosmeticRandom.Next(info.ParticleSize[0], info.ParticleSize[1] + 1),
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DirectionScatterX = info.ScatterDirection[0] + Game.CosmeticRandom.Next(info.ScatterDirection[1] - info.ScatterDirection[0]),
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Gravity = float2.Lerp(info.Gravity[0], info.Gravity[1], Game.CosmeticRandom.NextFloat()),
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SwingOffset = float2.Lerp(info.SwingOffset[0], info.SwingOffset[1], Game.CosmeticRandom.NextFloat()),
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SwingSpeed = float2.Lerp(info.SwingSpeed[0], info.SwingSpeed[1], Game.CosmeticRandom.NextFloat()),
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SwingDirection = tempSwingDirection,
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SwingAmplitude = float2.Lerp(info.SwingAmplitude[0], info.SwingAmplitude[1], Game.CosmeticRandom.NextFloat()),
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Color = tempColor,
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TailColor = tempColorTail
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});
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}
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}
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}
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void ParticlesCountLogic(WorldRenderer wr)
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{
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// Logic to switch between the states of the particleCountFader
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if (particleCountFader == ParticleCountFaderType.Hold && particleList.Count < maxParticleCount)
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particleCountFader = ParticleCountFaderType.FadeIn;
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else if (particleCountFader == ParticleCountFaderType.FadeIn && particleList.Count >= maxParticleCount)
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particleCountFader = ParticleCountFaderType.Hold;
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else if (particleCountFader == ParticleCountFaderType.FadeOut && particleList.Count == 0)
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particleCountFader = ParticleCountFaderType.Hold;
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// Do the fade functions
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if (particleCountFader == ParticleCountFaderType.FadeIn)
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FadeInParticleCount(wr);
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else if (particleCountFader == ParticleCountFaderType.FadeOut)
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FadeOutParticleCount(wr);
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}
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void FadeInParticleCount(WorldRenderer wr)
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{
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SpawnParticles(1, 0, 100);
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// Remove Particles, which are getting replaced from the top to the bottom by the "EdgeCheckReplace",
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// when scrolling down, as long as the FadeIn is not completed,
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// to avoid having particles at the top and bottom, but not in the middle of the screen.
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for (var i = 0; i < particleList.Count; i++)
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if (particleList[i].PosY < 0)
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particleList.RemoveAt(i);
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// Add Particles when the weather is fading in and scrolling up, to fill areas above
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if (antiScrollPrevTopLeft.Y > wr.Viewport.TopLeft.Y)
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{
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// Get delta Y and limit to the max value
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var tempRangeY = antiScrollPrevTopLeft.Y - wr.Viewport.TopLeft.Y;
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var tempParticleCount = CalculateParticleCount(Game.Renderer.Resolution.Width, (int)tempRangeY);
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if (particleList.Count + tempParticleCount > maxParticleCount)
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tempParticleCount = maxParticleCount - particleList.Count;
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SpawnParticles(tempParticleCount, (int)tempRangeY, 50);
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}
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}
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void FadeOutParticleCount(WorldRenderer wr)
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{
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for (var i = 0; i < particleList.Count; i++)
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if (particleList[i].PosY > (Game.Renderer.Resolution.Height - particleList[i].Gravity))
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particleList.RemoveAt(i);
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}
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void XAxisSwing(ref Particle tempParticle)
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{
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// Direction turn
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if (tempParticle.SwingOffset < -tempParticle.SwingAmplitude || tempParticle.SwingOffset > tempParticle.SwingAmplitude)
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tempParticle.SwingDirection *= -1;
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// Perform the X-Axis-Swing
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tempParticle.SwingOffset += tempParticle.SwingDirection * tempParticle.SwingSpeed;
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// Randomly distribute particles within the initial viewport
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var particleCount = viewportSize.Width * viewportSize.Height * info.ParticleDensityFactor / 10000;
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particles = new Particle[particleCount];
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var rect = new Rectangle(int2.Zero, viewportSize);
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for (var i = 0; i < particles.Length; i++)
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particles[i] = new Particle(info, world.LocalRandom, rect);
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}
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void ITick.Tick(Actor self)
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{
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windTickCountdown--;
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}
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if (!info.ChangingWindLevel || info.WindLevels.Length == 1)
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return;
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void WindLogic(ref Particle tempParticle)
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{
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if (!info.ChangingWindLevel)
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targetWindXOffset = info.WindLevels[0];
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else if (windTickCountdown <= 0)
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if (--windUpdateCountdown <= 0)
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{
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windTickCountdown = Game.CosmeticRandom.Next(info.WindTick[0], info.WindTick[1]);
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if (Game.CosmeticRandom.Next(2) == 1 && currentWindIndex > 0)
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{
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currentWindIndex--;
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targetWindXOffset = info.WindLevels[currentWindIndex];
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}
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else if (currentWindIndex < info.WindLevels.Length - 1)
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{
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currentWindIndex++;
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targetWindXOffset = info.WindLevels[currentWindIndex];
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}
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windUpdateCountdown = self.World.LocalRandom.Next(info.WindTick[0], info.WindTick[1]);
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if (targetWindStrengthIndex > 0 && self.World.LocalRandom.Next(2) == 1)
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targetWindStrengthIndex--;
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else if (targetWindStrengthIndex < info.WindLevels.Length - 1)
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targetWindStrengthIndex++;
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}
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// Fading the wind in little steps towards the TargetWindOffset
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var targetWindLevel = info.WindLevels[targetWindStrengthIndex];
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if (info.InstantWindChanges)
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currentWindXOffset = targetWindXOffset;
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else if (currentWindXOffset != targetWindXOffset)
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windStrength = targetWindLevel;
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else if (Math.Abs(windStrength - targetWindLevel) > 0.01f)
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{
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if (currentWindXOffset > targetWindXOffset)
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currentWindXOffset -= 0.00001f;
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else if (currentWindXOffset < targetWindXOffset)
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currentWindXOffset += 0.00001f;
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}
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}
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void Movement(ref Particle tempParticle)
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{
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tempParticle.PosX += tempParticle.DirectionScatterX + tempParticle.SwingOffset + currentWindXOffset;
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tempParticle.PosY += tempParticle.Gravity;
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}
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// AntiScroll keeps the particles in place when scrolling the viewport
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void AntiScroll(ref Particle tempParticle, WorldRenderer wr)
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{
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tempParticle.PosX += antiScrollPrevTopLeft.X - wr.Viewport.TopLeft.X;
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tempParticle.PosY += antiScrollPrevTopLeft.Y - wr.Viewport.TopLeft.Y;
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}
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void EdgeCheckReplace(ref Particle tempParticle, WorldRenderer wr)
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{
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tempParticle.PosX %= Game.Renderer.Resolution.Width;
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if (tempParticle.PosX < 0)
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tempParticle.PosX += Game.Renderer.Resolution.Width;
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tempParticle.PosY %= Game.Renderer.Resolution.Height;
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if (tempParticle.PosY < 0 && particleCountFader != ParticleCountFaderType.FadeIn)
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tempParticle.PosY += Game.Renderer.Resolution.Height;
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}
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void UpdateWeatherOverlay(WorldRenderer wr)
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{
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if (!world.Paused)
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ParticlesCountLogic(wr);
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for (var i = 0; i < particleList.Count; i++)
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{
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Particle tempParticle = particleList[i];
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if (!world.Paused)
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{
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XAxisSwing(ref tempParticle);
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WindLogic(ref tempParticle);
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Movement(ref tempParticle);
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}
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AntiScroll(ref tempParticle, wr);
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EdgeCheckReplace(ref tempParticle, wr);
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particleList[i] = tempParticle;
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}
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antiScrollPrevTopLeft = wr.Viewport.TopLeft;
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}
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void DrawWeatherOverlay(WorldRenderer wr)
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{
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var topLeft = wr.Viewport.TopLeft;
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foreach (var item in particleList)
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{
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var tempPos = new float2(item.PosX + topLeft.X, item.PosY + topLeft.Y);
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if (info.UseSquares)
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Game.Renderer.WorldRgbaColorRenderer.FillRect(tempPos, tempPos + new float2(item.Size, item.Size), item.Color);
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else
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{
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var tempPosTail = new float2(topLeft.X + item.PosX - currentWindXOffset, item.PosY - (item.Gravity * 2 / 3) + topLeft.Y);
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Game.Renderer.WorldRgbaColorRenderer.DrawLine(tempPos, tempPosTail, item.Size, item.TailColor);
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}
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if (windStrength > targetWindLevel)
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windStrength -= 0.01f;
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else if (windStrength < targetWindLevel)
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windStrength += 0.01f;
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}
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}
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void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
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{
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UpdateWeatherOverlay(wr);
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var center = wr.Viewport.CenterLocation;
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var viewport = new Rectangle(center - new int2(viewportSize) / 2, viewportSize);
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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DrawWeatherOverlay(wr);
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for (var i = 0; i < particles.Length; i++)
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{
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// Simulate wind and gravity effects on the particle
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var p = particles[i];
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if (!world.Paused)
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{
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var swingDirection = p.SwingDirection;
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if (p.SwingOffset < -p.SwingAmplitude || p.SwingOffset > p.SwingAmplitude)
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swingDirection *= -1;
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var swingOffset = p.SwingOffset + p.SwingDirection * p.SwingSpeed;
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var pos = p.Pos + new float2(p.DirectionScatterX + p.SwingOffset + windStrength, p.Gravity);
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particles[i] = p = new Particle(p, pos, swingDirection, swingOffset);
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}
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// Move the particle back inside the viewport if necessary
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if (!viewport.Contains(p.Pos.ToInt2()))
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{
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var dx = (p.Pos.X - viewport.Left) % viewport.Width;
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var dy = (p.Pos.Y - viewport.Top) % viewport.Height;
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if (dx < 0)
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dx += viewport.Width;
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if (dy < 0)
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dy += viewport.Height;
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particles[i] = p = new Particle(p, new float2(viewport.Left + dx, viewport.Top + dy));
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}
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// Render the particle
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// We must provide a z coordinate to stop the GL near and far Z limits from culling the geometry
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var a = new float3(p.Pos.X, p.Pos.Y, p.Pos.Y);
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if (info.UseSquares)
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{
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var b = a + new float2(p.Size, p.Size);
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wcr.FillRect(a, b, p.Color);
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}
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else
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{
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var tail = p.Pos + new float2(-windStrength, -p.Gravity * 2 / 3);
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var b = new float3(tail.X, tail.Y, tail.Y);
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wcr.DrawLine(a, b, p.Size, p.TailColor);
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}
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}
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}
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}
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}
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Block a user