Use TerrainSpriteLayer for rendering resources.

This commit is contained in:
Paul Chote
2015-07-05 14:14:37 +01:00
parent 971d1c1388
commit d2b7d42cca

View File

@@ -10,6 +10,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
@@ -22,13 +23,14 @@ namespace OpenRA.Mods.Common.Traits
public virtual object Create(ActorInitializer init) { return new ResourceLayer(init.Self); }
}
public class ResourceLayer : IRenderOverlay, IWorldLoaded, ITickRender
public class ResourceLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
{
static readonly CellContents EmptyCell = new CellContents();
readonly World world;
readonly BuildingInfluence buildingInfluence;
readonly HashSet<CPos> dirty = new HashSet<CPos>();
readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
protected readonly CellLayer<CellContents> Content;
protected readonly CellLayer<CellContents> RenderContent;
@@ -40,21 +42,27 @@ namespace OpenRA.Mods.Common.Traits
Content = new CellLayer<CellContents>(world.Map);
RenderContent = new CellLayer<CellContents>(world.Map);
RenderContent.CellEntryChanged += UpdateSpriteLayers;
}
void UpdateSpriteLayers(CPos cell)
{
var resource = RenderContent[cell];
foreach (var kv in spriteLayers)
{
// resource.Type is meaningless (and may be null) if resource.Sprite is null
if (resource.Sprite != null && resource.Type.Palette == kv.Key)
kv.Value.Update(cell, resource.Sprite);
else
kv.Value.Update(cell, null);
}
}
public void Render(WorldRenderer wr)
{
var shroudObscured = world.ShroudObscuresTest;
foreach (var uv in wr.Viewport.VisibleCellsInsideBounds.MapCoords)
{
if (shroudObscured(uv))
continue;
var c = RenderContent[uv];
if (c.Sprite != null)
new SpriteRenderable(c.Sprite, wr.World.Map.CenterOfCell(uv.ToCPos(world.Map)),
WVec.Zero, -511, c.Type.Palette, 1f, true).Render(wr); // TODO ZOffset is ignored
}
foreach (var kv in spriteLayers.Values)
kv.Draw(wr.Viewport);
}
int GetAdjacentCellsWith(ResourceType t, CPos cell)
@@ -106,6 +114,27 @@ namespace OpenRA.Mods.Common.Traits
dirty.Add(cell);
}
}
// 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 =>
{
var first = r.Value.Variants.First().Value.First();
return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, wr.World.Type != WorldType.Editor);
});
// Validate that sprites are compatible with this layer
var sheet = layer.Sheet;
if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.Sheet != sheet)))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var blendMode = layer.BlendMode;
if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.BlendMode != blendMode)))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different palettes for resource types that use different blend modes.");
}
}
protected virtual void UpdateRenderedSprite(CPos cell)
@@ -251,6 +280,18 @@ namespace OpenRA.Mods.Common.Traits
return Content[cell].Type.Info.MaxDensity;
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
foreach (var kv in spriteLayers.Values)
kv.Dispose();
disposed = true;
}
public struct CellContents
{
public static readonly CellContents Empty = new CellContents();