Use CellLayers for shroud.
This commit is contained in:
@@ -10,6 +10,7 @@
|
||||
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
@@ -35,36 +36,41 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public class ShroudRenderer : IRenderShroud, IWorldLoaded
|
||||
{
|
||||
struct ShroudTile
|
||||
class ShroudTile
|
||||
{
|
||||
public CPos Position;
|
||||
public float2 ScreenPosition;
|
||||
public int Variant;
|
||||
public readonly CPos Position;
|
||||
public readonly float2 ScreenPosition;
|
||||
public readonly int Variant;
|
||||
|
||||
public Sprite Fog;
|
||||
public Sprite Shroud;
|
||||
|
||||
public ShroudTile(CPos position, float2 screenPosition, int variant)
|
||||
{
|
||||
Position = position;
|
||||
ScreenPosition = screenPosition;
|
||||
Variant = variant;
|
||||
}
|
||||
}
|
||||
|
||||
ShroudRendererInfo info;
|
||||
Sprite[] sprites;
|
||||
Sprite unexploredTile;
|
||||
int[] spriteMap;
|
||||
|
||||
ShroudTile[] tiles;
|
||||
int tileStride, variantStride;
|
||||
CellLayer<ShroudTile> tiles;
|
||||
int variantStride;
|
||||
|
||||
int shroudHash;
|
||||
PaletteReference fogPalette, shroudPalette;
|
||||
Rectangle bounds;
|
||||
bool useExtendedIndex;
|
||||
Map map;
|
||||
|
||||
public ShroudRenderer(World world, ShroudRendererInfo info)
|
||||
{
|
||||
var map = world.Map;
|
||||
bounds = map.Bounds;
|
||||
useExtendedIndex = info.UseExtendedIndex;
|
||||
this.info = info;
|
||||
map = world.Map;
|
||||
|
||||
tiles = new ShroudTile[map.MapSize.X * map.MapSize.Y];
|
||||
tileStride = map.MapSize.X;
|
||||
tiles = new CellLayer<ShroudTile>(map);
|
||||
|
||||
// Force update on first render
|
||||
shroudHash = -1;
|
||||
@@ -80,14 +86,10 @@ namespace OpenRA.Mods.RA
|
||||
}
|
||||
|
||||
// Mapping of shrouded directions -> sprite index
|
||||
spriteMap = new int[useExtendedIndex ? 256 : 16];
|
||||
spriteMap = new int[info.UseExtendedIndex ? 256 : 16];
|
||||
for (var i = 0; i < info.Index.Length; i++)
|
||||
spriteMap[info.Index[i]] = i;
|
||||
|
||||
// Set individual tile variants to reduce tiling
|
||||
for (var i = 0; i < tiles.Length; i++)
|
||||
tiles[i].Variant = Game.CosmeticRandom.Next(info.Variants.Length);
|
||||
|
||||
// Synthesize unexplored tile if it isn't defined
|
||||
if (!info.Index.Contains(0))
|
||||
{
|
||||
@@ -102,21 +104,21 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
static int FoggedEdges(Shroud s, CPos p, bool useExtendedIndex)
|
||||
{
|
||||
if (!s.IsVisible(p.X, p.Y))
|
||||
if (!s.IsVisible(p))
|
||||
return 15;
|
||||
|
||||
// If a side is shrouded then we also count the corners
|
||||
var u = 0;
|
||||
if (!s.IsVisible(p.X, p.Y - 1)) u |= 0x13;
|
||||
if (!s.IsVisible(p.X + 1, p.Y)) u |= 0x26;
|
||||
if (!s.IsVisible(p.X, p.Y + 1)) u |= 0x4C;
|
||||
if (!s.IsVisible(p.X - 1, p.Y)) u |= 0x89;
|
||||
if (!s.IsVisible(p + new CVec(0, -1))) u |= 0x13;
|
||||
if (!s.IsVisible(p + new CVec(1, 0))) u |= 0x26;
|
||||
if (!s.IsVisible(p + new CVec(0, 1))) u |= 0x4C;
|
||||
if (!s.IsVisible(p + new CVec(-1, 0))) u |= 0x89;
|
||||
|
||||
var uside = u & 0x0F;
|
||||
if (!s.IsVisible(p.X - 1, p.Y - 1)) u |= 0x01;
|
||||
if (!s.IsVisible(p.X + 1, p.Y - 1)) u |= 0x02;
|
||||
if (!s.IsVisible(p.X + 1, p.Y + 1)) u |= 0x04;
|
||||
if (!s.IsVisible(p.X - 1, p.Y + 1)) u |= 0x08;
|
||||
if (!s.IsVisible(p + new CVec(-1, -1))) u |= 0x01;
|
||||
if (!s.IsVisible(p + new CVec(1, -1))) u |= 0x02;
|
||||
if (!s.IsVisible(p + new CVec(1, 1))) u |= 0x04;
|
||||
if (!s.IsVisible(p + new CVec(-1, 1))) u |= 0x08;
|
||||
|
||||
// RA provides a set of frames for tiles with shrouded
|
||||
// corners but unshrouded edges. We want to detect this
|
||||
@@ -129,21 +131,21 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
static int ShroudedEdges(Shroud s, CPos p, bool useExtendedIndex)
|
||||
{
|
||||
if (!s.IsExplored(p.X, p.Y))
|
||||
if (!s.IsExplored(p))
|
||||
return 15;
|
||||
|
||||
// If a side is shrouded then we also count the corners
|
||||
var u = 0;
|
||||
if (!s.IsExplored(p.X, p.Y - 1)) u |= 0x13;
|
||||
if (!s.IsExplored(p.X + 1, p.Y)) u |= 0x26;
|
||||
if (!s.IsExplored(p.X, p.Y + 1)) u |= 0x4C;
|
||||
if (!s.IsExplored(p.X - 1, p.Y)) u |= 0x89;
|
||||
if (!s.IsExplored(p + new CVec(0, -1))) u |= 0x13;
|
||||
if (!s.IsExplored(p + new CVec(1, 0))) u |= 0x26;
|
||||
if (!s.IsExplored(p + new CVec(0, 1))) u |= 0x4C;
|
||||
if (!s.IsExplored(p + new CVec(-1, 0))) u |= 0x89;
|
||||
|
||||
var uside = u & 0x0F;
|
||||
if (!s.IsExplored(p.X - 1, p.Y - 1)) u |= 0x01;
|
||||
if (!s.IsExplored(p.X + 1, p.Y - 1)) u |= 0x02;
|
||||
if (!s.IsExplored(p.X + 1, p.Y + 1)) u |= 0x04;
|
||||
if (!s.IsExplored(p.X - 1, p.Y + 1)) u |= 0x08;
|
||||
if (!s.IsExplored(p + new CVec(-1, -1))) u |= 0x01;
|
||||
if (!s.IsExplored(p + new CVec(1, -1))) u |= 0x02;
|
||||
if (!s.IsExplored(p + new CVec(1, 1))) u |= 0x04;
|
||||
if (!s.IsExplored(p + new CVec(-1, 1))) u |= 0x08;
|
||||
|
||||
// RA provides a set of frames for tiles with shrouded
|
||||
// corners but unshrouded edges. We want to detect this
|
||||
@@ -173,15 +175,12 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public void WorldLoaded(World w, WorldRenderer wr)
|
||||
{
|
||||
// Cache the tile positions to avoid unnecessary calculations
|
||||
for (var i = bounds.Left; i < bounds.Right; i++)
|
||||
// Initialize tile cache
|
||||
foreach (var cell in map.Cells)
|
||||
{
|
||||
for (var j = bounds.Top; j < bounds.Bottom; j++)
|
||||
{
|
||||
var k = j * tileStride + i;
|
||||
tiles[k].Position = new CPos(i, j);
|
||||
tiles[k].ScreenPosition = wr.ScreenPosition(tiles[k].Position.CenterPosition);
|
||||
}
|
||||
var screen = wr.ScreenPosition(cell.CenterPosition);
|
||||
var variant = Game.CosmeticRandom.Next(info.Variants.Length);
|
||||
tiles[cell] = new ShroudTile(cell, screen, variant);
|
||||
}
|
||||
|
||||
fogPalette = wr.Palette("fog");
|
||||
@@ -209,22 +208,25 @@ namespace OpenRA.Mods.RA
|
||||
if (shroud == null)
|
||||
{
|
||||
// Players with no shroud see the whole map so we only need to set the edges
|
||||
for (var k = 0; k < tiles.Length; k++)
|
||||
foreach (var cell in map.Cells)
|
||||
{
|
||||
var shrouded = ObserverShroudedEdges(tiles[k].Position, bounds, useExtendedIndex);
|
||||
tiles[k].Shroud = GetTile(shrouded, tiles[k].Variant);
|
||||
tiles[k].Fog = GetTile(shrouded, tiles[k].Variant);
|
||||
var t = tiles[cell];
|
||||
var shrouded = ObserverShroudedEdges(t.Position, map.Bounds, info.UseExtendedIndex);
|
||||
|
||||
t.Shroud = GetTile(shrouded, t.Variant);
|
||||
t.Fog = GetTile(shrouded, t.Variant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (var k = 0; k < tiles.Length; k++)
|
||||
foreach (var cell in map.Cells)
|
||||
{
|
||||
var shrouded = ShroudedEdges(shroud, tiles[k].Position, useExtendedIndex);
|
||||
var fogged = FoggedEdges(shroud, tiles[k].Position, useExtendedIndex);
|
||||
var t = tiles[cell];
|
||||
var shrouded = ShroudedEdges(shroud, t.Position, info.UseExtendedIndex);
|
||||
var fogged = FoggedEdges(shroud, t.Position, info.UseExtendedIndex);
|
||||
|
||||
tiles[k].Shroud = GetTile(shrouded, tiles[k].Variant);
|
||||
tiles[k].Fog = GetTile(fogged, tiles[k].Variant);
|
||||
t.Shroud = GetTile(shrouded, t.Variant);
|
||||
t.Fog = GetTile(fogged, t.Variant);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -233,27 +235,20 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
Update(shroud);
|
||||
|
||||
var clip = wr.Viewport.CellBounds;
|
||||
var width = clip.Width;
|
||||
for (var j = clip.Top; j < clip.Bottom; j++)
|
||||
foreach (var cell in wr.Viewport.VisibleCells)
|
||||
{
|
||||
var start = j * tileStride + clip.Left;
|
||||
for (var k = 0; k < width; k++)
|
||||
var t = tiles[cell];
|
||||
|
||||
if (t.Shroud != null)
|
||||
{
|
||||
var s = tiles[start + k].Shroud;
|
||||
var f = tiles[start + k].Fog;
|
||||
var pos = t.ScreenPosition - 0.5f * t.Shroud.size;
|
||||
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Shroud, pos, shroudPalette);
|
||||
}
|
||||
|
||||
if (s != null)
|
||||
{
|
||||
var pos = tiles[start + k].ScreenPosition - 0.5f * s.size;
|
||||
Game.Renderer.WorldSpriteRenderer.DrawSprite(s, pos, shroudPalette);
|
||||
}
|
||||
|
||||
if (f != null)
|
||||
{
|
||||
var pos = tiles[start + k].ScreenPosition - 0.5f * f.size;
|
||||
Game.Renderer.WorldSpriteRenderer.DrawSprite(f, pos, fogPalette);
|
||||
}
|
||||
if (t.Fog != null)
|
||||
{
|
||||
var pos = t.ScreenPosition - 0.5f * t.Fog.size;
|
||||
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Fog, pos, fogPalette);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user