#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.Linq; using OpenRA.Graphics; using OpenRA.Primitives; namespace OpenRA.Mods.Common.Graphics { public class ContrailRenderable : IRenderable, IFinalizedRenderable { const int MaxSmoothLength = 4; public int Length => trail.Length; readonly Actor owner; readonly World world; readonly Color startColor; readonly bool usePlayerStartColor; readonly Color endColor; readonly bool usePlayerEndColor; // Store trail positions in a circular buffer readonly WPos[] trail; readonly WDist startWidth; readonly WDist endWidth; int next; int length; readonly int skip; public ContrailRenderable( World world, Actor owner, Color startcolor, bool usePlayerStartColor, Color endcolor, bool usePlayerEndColor, WDist startWidth, WDist endWidth, int length, int skip, int zOffset) : this(world, owner, new WPos[length], startWidth, endWidth, 0, 0, skip, startcolor, usePlayerStartColor, endcolor, usePlayerEndColor, zOffset) { } ContrailRenderable(World world, Actor owner, WPos[] trail, WDist startWidth, WDist endWidth, int next, int length, int skip, Color startColor, bool usePlayerStartColor, Color endColor, bool usePlayerEndColor, int zOffset) { this.world = world; this.owner = owner; this.trail = trail; this.startWidth = startWidth; this.endWidth = endWidth; this.next = next; this.length = length; this.skip = skip; this.startColor = startColor; this.usePlayerStartColor = usePlayerStartColor; this.usePlayerEndColor = usePlayerEndColor; this.endColor = endColor; ZOffset = zOffset; } public WPos Pos => trail[Index(next - 1)]; public int ZOffset { get; } public bool IsDecoration => true; public IRenderable WithZOffset(int newOffset) => new ContrailRenderable( world, owner, (WPos[])trail.Clone(), startWidth, endWidth, next, length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, 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, owner, trail.Select(pos => pos + offset).ToArray(), startWidth, endWidth, next, length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, ZOffset); } public IRenderable AsDecoration() { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void Render(WorldRenderer wr) { // Note: The length of contrail is now actually the number of the points to draw the contrail // and we require at least two points to draw a tail. var renderLength = length - skip; if (renderLength <= 1) return; var screenWidth = wr.ScreenVector(new WVec(1, 0, 0))[0]; var wcr = Game.Renderer.WorldRgbaColorRenderer; var startColor = this.startColor; if (usePlayerStartColor) startColor = Color.FromArgb(this.startColor.A, owner.OwnerColor()); var endColor = this.endColor; if (usePlayerEndColor) endColor = Color.FromArgb(this.endColor.A, owner.OwnerColor()); // 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 = startColor; for (var i = 1; i < renderLength; i++) { var j = next - skip - 1 - i; var nextColor = Exts.ColorLerp(i / (renderLength - 1f), startColor, endColor); var nextX = 0L; var nextY = 0L; var nextZ = 0L; var k = 0; for (; k < renderLength - i && k < MaxSmoothLength; k++) { var prepos = trail[Index(j - k)]; nextX += prepos.X; nextY += prepos.Y; nextZ += prepos.Z; } var nextPos = new WPos((int)(nextX / k), (int)(nextY / k), (int)(nextZ / k)); // When renderLength = 2 we are rendering only one segment, so it needs to be handled differently to avoid // division by 0. For width we choose startWidth instead of the average as this makes the transition between // rendering 1 and multiple segments smoother. Above checks make sure that renderLength can never be lower than 2. float width; if (renderLength == 2) width = startWidth.Length; else { var lerp = (i - 1f) / (renderLength - 2); width = startWidth.Length * (1 - lerp) + endWidth.Length * lerp; } if (width > 0 && !world.FogObscures(curPos) && !world.FogObscures(nextPos)) wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth * width, 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; } public void Update(WPos pos) { trail[next] = pos; next = Index(next + 1); if (length < trail.Length) length++; } } }