Support multiple palettes in TerrainSpriteLayer.

This commit is contained in:
Paul Chote
2020-12-29 11:22:20 +00:00
committed by reaperrr
parent 281229e8b4
commit b0aa32cd1b
6 changed files with 56 additions and 64 deletions

View File

@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
readonly HashSet<CPos> dirty = new HashSet<CPos>();
readonly Queue<CPos> cleanDirty = new Queue<CPos>();
readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
TerrainSpriteLayer spriteLayer;
public ResourceRenderer(Actor self, ResourceRendererInfo info)
{
@@ -58,26 +58,22 @@ namespace OpenRA.Mods.Common.Traits
var resources = w.WorldActor.TraitsImplementing<ResourceType>()
.ToDictionary(r => r.Info.ResourceType, r => r);
// Build the sprite layer dictionary for rendering resources
// All resources that have the same palette must also share a sheet and blend mode
foreach (var r in resources)
{
var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
if (spriteLayer == null)
{
var first = r.Value.Variants.First().Value.GetSprite(0);
return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, wr.World.Type != WorldType.Editor);
});
spriteLayer = new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, wr.World.Type != WorldType.Editor);
}
// Validate that sprites are compatible with this layer
var sheet = layer.Sheet;
// 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.Sheet != sheet))
if (sprites.Any(s => s.Sheet != spriteLayer.Sheet))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var blendMode = layer.BlendMode;
if (sprites.Any(s => s.BlendMode != blendMode))
if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different palettes for resource types that use different blend modes.");
+ "Try using different ResourceRenderer traits for resource types that use different blend modes.");
}
// Initialize the RenderContent with the initial map state
@@ -97,20 +93,16 @@ namespace OpenRA.Mods.Common.Traits
protected void UpdateSpriteLayers(CPos cell, ISpriteSequence sequence, int frame, PaletteReference palette)
{
foreach (var kv in spriteLayers)
{
// resource.Type is meaningless (and may be null) if resource.Sequence is null
if (sequence != null && palette == kv.Key)
kv.Value.Update(cell, sequence, frame);
else
kv.Value.Clear(cell);
}
// resource.Type is meaningless (and may be null) if resource.Sequence is null
if (sequence != null)
spriteLayer.Update(cell, sequence, palette, frame);
else
spriteLayer.Clear(cell);
}
void IRenderOverlay.Render(WorldRenderer wr)
{
foreach (var kv in spriteLayers.Values)
kv.Draw(wr.Viewport);
spriteLayer.Draw(wr.Viewport);
}
void ITickRender.TickRender(WorldRenderer wr, Actor self)
@@ -175,8 +167,7 @@ namespace OpenRA.Mods.Common.Traits
if (disposed)
return;
foreach (var kv in spriteLayers.Values)
kv.Dispose();
spriteLayer.Dispose();
ResourceLayer.CellChanged -= AddDirtyCell;