#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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; using System.Collections.Generic; using OpenRA.Primitives; namespace OpenRA.Graphics { public class SpriteRenderable : IPalettedRenderable, IModifyableRenderable, IFinalizedRenderable { public static readonly IEnumerable None = Array.Empty(); readonly Sprite sprite; readonly WPos pos; readonly float scale; readonly WAngle rotation = WAngle.Zero; public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha, float3 tint, TintModifiers tintModifiers, bool isDecoration, WAngle rotation) { this.sprite = sprite; this.pos = pos; Offset = offset; ZOffset = zOffset; Palette = palette; this.scale = scale; this.rotation = rotation; Tint = tint; IsDecoration = isDecoration; TintModifiers = tintModifiers; Alpha = alpha; // PERF: Remove useless palette assignments for RGBA sprites // HACK: This is working around the fact that palettes are defined on traits rather than sequences // and can be removed once this has been fixed if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false)) Palette = null; } public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha, float3 tint, TintModifiers tintModifiers, bool isDecoration) : this(sprite, pos, offset, zOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, WAngle.Zero) { } public WPos Pos => pos + Offset; public WVec Offset { get; } public PaletteReference Palette { get; } public int ZOffset { get; } public bool IsDecoration { get; } public float Alpha { get; } public float3 Tint { get; } public TintModifiers TintModifiers { get; } public IPalettedRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, Offset, ZOffset, newPalette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation); } public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, Offset, newOffset, Palette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation); } public IRenderable OffsetBy(in WVec vec) { return new SpriteRenderable(sprite, pos + vec, Offset, ZOffset, Palette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation); } public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, Alpha, Tint, TintModifiers, true, rotation); } public IModifyableRenderable WithAlpha(float newAlpha) { return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, newAlpha, Tint, TintModifiers, IsDecoration, rotation); } public IModifyableRenderable WithTint(in float3 newTint, TintModifiers newTintModifiers) { return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, Alpha, newTint, newTintModifiers, IsDecoration, rotation); } float3 ScreenPosition(WorldRenderer wr) { var s = 0.5f * scale * sprite.Size; return wr.Screen3DPxPosition(pos) + wr.ScreenPxOffset(Offset) - new float3((int)s.X, (int)s.Y, s.Z); } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void Render(WorldRenderer wr) { var wsr = Game.Renderer.WorldSpriteRenderer; var t = Alpha * Tint; if (wr.TerrainLighting != null && (TintModifiers & TintModifiers.IgnoreWorldTint) == 0) t *= wr.TerrainLighting.TintAt(pos); // Shader interprets negative alpha as a flag to use the tint colour directly instead of multiplying the sprite colour var a = Alpha; if ((TintModifiers & TintModifiers.ReplaceColor) != 0) a *= -1; wsr.DrawSprite(sprite, Palette, ScreenPosition(wr), scale, t, a, rotation.RendererRadians()); } public void RenderDebugGeometry(WorldRenderer wr) { var pos = ScreenPosition(wr) + sprite.Offset; var tl = wr.Viewport.WorldToViewPx(pos); var br = wr.Viewport.WorldToViewPx(pos + sprite.Size); if (rotation == WAngle.Zero) Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.Red); else Game.Renderer.RgbaColorRenderer.DrawPolygon(Util.RotateQuad(tl, br - tl, rotation.RendererRadians()), 1, Color.Red); } public Rectangle ScreenBounds(WorldRenderer wr) { var screenOffset = ScreenPosition(wr) + sprite.Offset; return Util.BoundingRectangle(screenOffset, sprite.Size, rotation.RendererRadians()); } } }