#region Copyright & License Information /* * Copyright 2007-2021 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Linq; using OpenRA.Graphics; using OpenRA.Primitives; namespace OpenRA.Mods.Common.Graphics { public class ContrailRenderable : IRenderable, IFinalizedRenderable { public int Length => trail.Length; readonly World world; readonly Color color; readonly int zOffset; // Store trail positions in a circular buffer readonly WPos[] trail; readonly WDist width; int next; int length; int skip; public ContrailRenderable(World world, Color color, WDist width, int length, int skip, int zOffset) : this(world, new WPos[length], width, 0, 0, skip, color, zOffset) { } ContrailRenderable(World world, WPos[] trail, WDist width, int next, int length, int skip, Color color, int zOffset) { this.world = world; this.trail = trail; this.width = width; this.next = next; this.length = length; this.skip = skip; this.color = color; this.zOffset = zOffset; } public WPos Pos => trail[Index(next - 1)]; public int ZOffset => zOffset; public bool IsDecoration => true; public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), width, next, length, skip, color, newOffset); } public IRenderable OffsetBy(in WVec vec) { // Lambdas can't use 'in' variables, so capture a copy for later var offset = vec; return new ContrailRenderable(world, trail.Select(pos => pos + offset).ToArray(), width, next, length, skip, color, zOffset); } public IRenderable AsDecoration() { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void Render(WorldRenderer wr) { // Need at least 4 points to smooth the contrail over if (length - skip < 4) return; var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0]; var wcr = Game.Renderer.WorldRgbaColorRenderer; // Start of the first line segment is the tail of the list - don't smooth it. var curPos = trail[Index(next - skip - 1)]; var curColor = color; for (var i = 0; i < length - skip - 4; i++) { var j = next - skip - i - 2; var nextPos = Average(trail[Index(j)], trail[Index(j - 1)], trail[Index(j - 2)], trail[Index(j - 3)]); var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent); if (!world.FogObscures(curPos) && !world.FogObscures(nextPos)) wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth, curColor, nextColor); curPos = nextPos; curColor = nextColor; } } public void RenderDebugGeometry(WorldRenderer wr) { } public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; } // Array index modulo length int Index(int i) { var j = i % trail.Length; return j < 0 ? j + trail.Length : j; } static WPos Average(params WPos[] list) { return list.Average(); } public void Update(WPos pos) { trail[next] = pos; next = Index(next + 1); if (length < trail.Length) length++; } public static Color ChooseColor(Actor self) { var ownerColor = Color.FromArgb(255, self.Owner.Color); return Exts.ColorLerp(0.5f, ownerColor, Color.White); } } }