Use RgbaColorRenderer for range circle rendering.

This commit is contained in:
Paul Chote
2015-11-29 13:17:46 +00:00
parent 43eb4dadc9
commit e2d43da1d8

View File

@@ -15,6 +15,10 @@ namespace OpenRA.Mods.Common.Graphics
{
public struct RangeCircleRenderable : IRenderable, IFinalizedRenderable
{
const int RangeCircleSegments = 32;
static readonly int[][] RangeCircleStartRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i).AsMatrix());
static readonly int[][] RangeCircleEndRotations = Exts.MakeArray(RangeCircleSegments, i => WRot.FromFacing(8 * i + 6).AsMatrix());
readonly WPos centerPosition;
readonly WDist radius;
readonly int zOffset;
@@ -43,13 +47,25 @@ namespace OpenRA.Mods.Common.Graphics
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
var wlr = Game.Renderer.WorldLineRenderer;
var oldWidth = wlr.LineWidth;
wlr.LineWidth = 3;
wr.DrawRangeCircle(centerPosition, radius, contrastColor);
wlr.LineWidth = 1;
wr.DrawRangeCircle(centerPosition, radius, color);
wlr.LineWidth = oldWidth;
DrawRangeCircle(wr, centerPosition, radius, 1, color, 3, contrastColor);
}
public static void DrawRangeCircle(WorldRenderer wr, WPos centerPosition, WDist radius,
float width, Color color, float contrastWidth, Color contrastColor)
{
var wcr = Game.Renderer.WorldRgbaColorRenderer;
var offset = new WVec(radius.Length, 0, 0);
for (var i = 0; i < RangeCircleRenderable.RangeCircleSegments; i++)
{
var a = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleRenderable.RangeCircleStartRotations[i]));
var b = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleRenderable.RangeCircleEndRotations[i]));
if (contrastWidth > 0)
wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor);
if (width > 0)
wcr.DrawLine(a, b, width / wr.Viewport.Zoom, color);
}
}
public void RenderDebugGeometry(WorldRenderer wr) { }