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:
Paul Chote
2020-03-25 19:31:31 +00:00
committed by abcdefg30
parent d9f5771778
commit 99009c37ce
2 changed files with 149 additions and 208 deletions

View File

@@ -19,6 +19,11 @@ namespace OpenRA.Graphics
[Flags] [Flags]
public enum ScrollDirection { None = 0, Up = 1, Left = 2, Down = 4, Right = 8 } public enum ScrollDirection { None = 0, Up = 1, Left = 2, Down = 4, Right = 8 }
public interface INotifyViewportZoomExtentsChanged
{
void ViewportZoomExtentsChanged(float minZoom, float maxZoom);
}
public static class ViewportExts public static class ViewportExts
{ {
public static bool Includes(this ScrollDirection d, ScrollDirection s) public static bool Includes(this ScrollDirection d, ScrollDirection s)
@@ -237,6 +242,9 @@ namespace OpenRA.Graphics
Zoom = minZoom; Zoom = minZoom;
else else
Zoom = Zoom.Clamp(minZoom, maxZoom); Zoom = Zoom.Clamp(minZoom, maxZoom);
foreach (var t in worldRenderer.World.WorldActor.TraitsImplementing<INotifyViewportZoomExtentsChanged>())
t.ViewportZoomExtentsChanged(minZoom, maxZoom);
} }
public CPos ViewToWorld(int2 view) public CPos ViewToWorld(int2 view)

View File

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