Add a visualization layer for renderable geometry.
This commit is contained in:
@@ -41,6 +41,7 @@ namespace OpenRA.Graphics
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IRenderable WithZOffset(int newOffset);
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IRenderable WithPos(WPos pos);
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void Render(WorldRenderer wr);
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void RenderDebugGeometry(WorldRenderer wr);
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}
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public struct SpriteRenderable : IRenderable
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@@ -83,5 +84,11 @@ namespace OpenRA.Graphics
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{
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sprite.DrawAt(wr.ScreenPxPosition(pos) - pxCenter, palette.Index, scale);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var offset = wr.ScreenPxPosition(pos) - pxCenter;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + sprite.size, Color.Red);
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}
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}
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}
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@@ -102,5 +102,131 @@ namespace OpenRA.Graphics
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v.Voxel.Draw(vr, lightAmbientColor, lightDiffuseColor, palette.Index, normalsPalette.Index);
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Game.Renderer.DisableDepthBuffer();
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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var scaleTransform = Util.ScaleMatrix(scale, scale, scale);
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var pxOrigin = wr.ScreenPosition(pos);
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// Correct for bogus light source definition
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var shadowTransform = Util.MakeFloatMatrix(new WRot(new WAngle(256) - lightSource.Pitch,
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WAngle.Zero, lightSource.Yaw + new WAngle(512)).AsMatrix());
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var invShadowTransform = Util.MatrixInverse(shadowTransform);
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var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());
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// TODO: Generalize this once we support sloped terrain
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var groundNormal = new float[] {0,0,1,1};
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var groundPos = new float[] {0, 0, 0.5f*(wr.ScreenPosition(pos).Y - wr.ScreenZPosition(pos, 0)), 1};
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var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal);
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var shadowGroundPos = Util.MatrixVectorMultiply(shadowTransform, groundPos);
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// Sprite rectangle
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var tl = new float2(float.MaxValue, float.MaxValue);
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var br = new float2(float.MinValue, float.MinValue);
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// Shadow sprite rectangle
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var stl = new float2(float.MaxValue, float.MaxValue);
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var sbr = new float2(float.MinValue, float.MinValue);
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foreach (var v in draw)
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{
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var bounds = v.Voxel.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x,y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
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var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds);
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var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds);
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// Aggregate bounds rect
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var pxOffset = wr.ScreenVector(v.OffsetFunc());
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var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
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tl = float2.Min(tl, pxPos + new float2(screenBounds[0], screenBounds[1]));
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br = float2.Max(br, pxPos + new float2(screenBounds[3], screenBounds[4]));
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// Box to render the shadow image from
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var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds);
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var shadowPxOffset = Util.MatrixVectorMultiply(shadowTransform, pxOffset);
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stl = float2.Min(stl, new float2(shadowPxOffset[0] + shadowBounds[0], shadowPxOffset[1] + shadowBounds[1]));
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sbr = float2.Max(sbr, new float2(shadowPxOffset[0] + shadowBounds[3], shadowPxOffset[1] + shadowBounds[4]));
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// Draw voxel bounding box
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var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
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DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
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}
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// Inflate rects by 1px each side to ensure rendering is within bounds
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var pad = new float2(1,1);
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tl -= pad;
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br += pad;
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stl -= pad;
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sbr += pad;
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// Corners of the shadow quad, in shadow-space
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var corners = new float[][]
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{
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new float[] {stl.X, stl.Y, 0, 1},
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new float[] {sbr.X, sbr.Y, 0, 1},
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new float[] {sbr.X, stl.Y, 0, 1},
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new float[] {stl.X, sbr.Y, 0, 1}
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};
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var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform);
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var screenCorners = new float2[4];
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for (var j = 0; j < 4; j++)
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{
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// Project to ground plane
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corners[j][2] -= (corners[j][2] - shadowGroundPos[2]) +
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(corners[j][1] - shadowGroundPos[1])*shadowGroundNormal[1]/shadowGroundNormal[2] +
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(corners[j][0] - shadowGroundPos[0])*shadowGroundNormal[0]/shadowGroundNormal[2];
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// Rotate to camera-space
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corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]);
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screenCorners[j] = pxOrigin + new float2(corners[j][0], corners[j][1]);
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}
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[1], screenCorners[3], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[3], screenCorners[0], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[0], screenCorners[2], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(screenCorners[2], screenCorners[1], c, c);
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// Draw sprite rect
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Game.Renderer.WorldLineRenderer.DrawRect(tl, br, Color.Red);
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}
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static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
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{
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// Corner offsets
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var ix = new uint[] {0,0,0,0,3,3,3,3};
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var iy = new uint[] {1,1,4,4,1,1,4,4};
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var iz = new uint[] {2,5,2,5,2,5,2,5};
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var corners = new float2[8];
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for (var i = 0; i < 8; i++)
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{
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var vec = new float[] {bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1};
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var screen = Util.MatrixVectorMultiply(transform, vec);
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corners[i] = pxPos + new float2(screen[0], screen[1]);
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}
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Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[1], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[3], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[2], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[0], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[4], corners[5], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[5], corners[7], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[7], corners[6], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[6], corners[4], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[4], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[5], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[6], c, c);
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Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[7], c, c);
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}
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}
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}
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@@ -37,6 +37,7 @@ namespace OpenRA.Graphics
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internal readonly ShroudRenderer shroudRenderer;
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internal readonly HardwarePalette palette;
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internal Cache<string, PaletteReference> palettes;
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Lazy<DeveloperMode> devTrait;
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internal WorldRenderer(World world)
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{
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@@ -51,6 +52,8 @@ namespace OpenRA.Graphics
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terrainRenderer = new TerrainRenderer(world, this);
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shroudRenderer = new ShroudRenderer(world);
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devTrait = Lazy.New(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null);
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}
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PaletteReference CreatePaletteReference(string name)
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@@ -74,14 +77,21 @@ namespace OpenRA.Graphics
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bounds.TopLeftAsCPos().ToPPos(),
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bounds.BottomRightAsCPos().ToPPos());
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actors.SelectMany(a => a.Render(this))
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.OrderBy(r => r, comparer)
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.Do(rr => rr.Render(this));
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var worldRenderables = actors.SelectMany(a => a.Render(this))
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.OrderBy(r => r, comparer);
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// Effects are drawn on top of all actors
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var effectRenderables = world.Effects.SelectMany(e => e.Render(this));
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// TODO: Allow effects to be interleaved with actors
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world.Effects.SelectMany(e => e.Render(this))
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.Do(rr => rr.Render(this));
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worldRenderables.Do(rr => rr.Render(this));
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effectRenderables.Do(rr => rr.Render(this));
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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{
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worldRenderables.Do(rr => rr.RenderDebugGeometry(this));
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effectRenderables.Do(rr => rr.RenderDebugGeometry(this));
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}
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}
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public void Draw()
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@@ -219,6 +229,13 @@ namespace OpenRA.Graphics
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return new int2((int)Math.Round(px.X), (int)Math.Round(px.Y));
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}
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// For scaling vectors to pixel sizes in the voxel renderer
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public float[] ScreenVector(WVec vec)
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{
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var c = Game.CellSize/1024f;
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return new float[] {c*vec.X, c*vec.Y, c*vec.Z, 1};
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}
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public float ScreenZPosition(WPos pos, int zOffset) { return (pos.Y + pos.Z + zOffset)*Game.CellSize/1024f; }
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}
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}
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@@ -22,6 +22,7 @@ namespace OpenRA.Traits
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public bool UnlimitedPower;
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public bool BuildAnywhere;
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public bool ShowMuzzles;
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public bool ShowDebugGeometry;
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public object Create (ActorInitializer init) { return new DeveloperMode(this); }
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}
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@@ -39,6 +40,7 @@ namespace OpenRA.Traits
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// Client size only
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public bool ShowMuzzles;
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public bool ShowDebugGeometry;
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public DeveloperMode(DeveloperModeInfo info)
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{
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@@ -50,6 +52,7 @@ namespace OpenRA.Traits
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UnlimitedPower = info.UnlimitedPower;
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BuildAnywhere = info.BuildAnywhere;
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ShowMuzzles = info.ShowMuzzles;
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ShowDebugGeometry = info.ShowDebugGeometry;
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}
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public void ResolveOrder (Actor self, Order order)
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@@ -13,6 +13,7 @@ using System.Drawing;
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using System.Reflection;
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using System.Linq;
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using OpenRA;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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using XRandom = OpenRA.Thirdparty.Random;
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@@ -68,6 +69,13 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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showMuzzlesCheckbox.OnClick = () => devTrait.ShowMuzzles ^= true;
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}
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var showGeometryCheckbox = widget.GetOrNull<CheckboxWidget>("SHOW_GEOMETRY");
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if (showGeometryCheckbox != null)
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{
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showGeometryCheckbox.IsChecked = () => devTrait.ShowDebugGeometry;
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showGeometryCheckbox.OnClick = () => devTrait.ShowDebugGeometry ^= true;
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}
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var allTechCheckbox = widget.GetOrNull<CheckboxWidget>("ENABLE_TECH");
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if (allTechCheckbox != null)
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{
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@@ -99,3 +99,9 @@ Container@CHEATS_PANEL:
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Height:20
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Width:200
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Text:Show Muzzle Positions
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Checkbox@SHOW_GEOMETRY:
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X:290
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Y:265
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Height:20
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Width:200
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Text:Show Render Geometry
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@@ -3,7 +3,7 @@ Background@CHEATS_PANEL:
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X:(WINDOW_RIGHT - WIDTH)/2
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Y:(WINDOW_BOTTOM - HEIGHT)/2
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Width:350
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Height:475
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Height:505
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Visible:false
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Children:
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Label@LABEL_TITLE:
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@@ -87,21 +87,27 @@ Background@CHEATS_PANEL:
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Height:20
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Width:200
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Text:Show Muzzle Positions
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Checkbox@SHOW_GEOMETRY:
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X:30
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Y:380
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Height:20
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Width:200
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Text:Show Render Geometry
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Checkbox@DESYNC_ARMED:
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X:30
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Y:382
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Y:412
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Width:20
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Height:20
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Button@DESYNC:
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X:60
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Y:380
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Y:410
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Width:150
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Height:20
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Text: Force Desync
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Height:25
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Button@CLOSE:
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X:30
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Y:420
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Y:450
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Width:PARENT_RIGHT - 60
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Height:25
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Text:Close
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