#region Copyright & License Information /* * Copyright 2007-2018 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; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Effects; using OpenRA.Traits; namespace OpenRA.Graphics { public sealed class WorldRenderer : IDisposable { public static readonly Func RenderableScreenZPositionComparisonKey = r => ZPosition(r.Pos, r.ZOffset); public readonly Size TileSize; public readonly int TileScale; public readonly World World; public readonly Theater Theater; public Viewport Viewport { get; private set; } public event Action PaletteInvalidated = null; readonly HashSet onScreenActors = new HashSet(); readonly HardwarePalette palette = new HardwarePalette(); readonly Dictionary palettes = new Dictionary(); readonly TerrainRenderer terrainRenderer; readonly Lazy debugVis; readonly Func createPaletteReference; readonly bool enableDepthBuffer; bool lastDepthPreviewEnabled; internal WorldRenderer(ModData modData, World world) { World = world; TileSize = World.Map.Grid.TileSize; TileScale = World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448 : 1024; Viewport = new Viewport(this, world.Map); createPaletteReference = CreatePaletteReference; var mapGrid = modData.Manifest.Get(); enableDepthBuffer = mapGrid.EnableDepthBuffer; foreach (var pal in world.TraitDict.ActorsWithTrait()) pal.Trait.LoadPalettes(this); foreach (var p in world.Players) UpdatePalettesForPlayer(p.InternalName, p.Color, false); palette.Initialize(); Theater = new Theater(world.Map.Rules.TileSet); terrainRenderer = new TerrainRenderer(world, this); debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault()); } public void UpdatePalettesForPlayer(string internalName, HSLColor color, bool replaceExisting) { foreach (var pal in World.WorldActor.TraitsImplementing()) pal.LoadPlayerPalettes(this, internalName, color, replaceExisting); } PaletteReference CreatePaletteReference(string name) { var pal = palette.GetPalette(name); return new PaletteReference(name, palette.GetPaletteIndex(name), pal, palette); } public PaletteReference Palette(string name) { return palettes.GetOrAdd(name, createPaletteReference); } public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers = false, bool allowOverwrite = false) { if (allowOverwrite && palette.Contains(name)) ReplacePalette(name, pal); else { var oldHeight = palette.Height; palette.AddPalette(name, pal, allowModifiers); if (oldHeight != palette.Height && PaletteInvalidated != null) PaletteInvalidated(); } } public void ReplacePalette(string name, IPalette pal) { palette.ReplacePalette(name, pal); // Update cached PlayerReference if one exists if (palettes.ContainsKey(name)) palettes[name].Palette = pal; } List GenerateRenderables() { var actors = onScreenActors.Append(World.WorldActor); if (World.RenderPlayer != null) actors = actors.Append(World.RenderPlayer.PlayerActor); var worldRenderables = actors.SelectMany(a => a.Render(this)); if (World.OrderGenerator != null) worldRenderables = worldRenderables.Concat(World.OrderGenerator.Render(this, World)); // Unpartitioned effects worldRenderables = worldRenderables.Concat(World.UnpartitionedEffects.SelectMany(e => e.Render(this))); // Partitioned, currently on-screen effects var effectRenderables = World.ScreenMap.RenderableEffectsInBox(Viewport.TopLeft, Viewport.BottomRight); worldRenderables = worldRenderables.Concat(effectRenderables.SelectMany(e => e.Render(this))); worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey); Game.Renderer.WorldModelRenderer.BeginFrame(); var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList(); Game.Renderer.WorldModelRenderer.EndFrame(); return renderables; } List GenerateOverlayRenderables() { var aboveShroud = World.ActorsWithTrait() .Where(a => a.Actor.IsInWorld && !a.Actor.Disposed && (!a.Trait.SpatiallyPartitionable || onScreenActors.Contains(a.Actor))) .SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this)); var aboveShroudSelected = World.Selection.Actors.Where(a => a.IsInWorld && !a.Disposed) .SelectMany(a => a.TraitsImplementing() .Where(t => !t.SpatiallyPartitionable || onScreenActors.Contains(a)) .SelectMany(t => t.RenderAboveShroud(a, this))); var aboveShroudEffects = World.Effects.Select(e => e as IEffectAboveShroud) .Where(e => e != null) .SelectMany(e => e.RenderAboveShroud(this)); var aboveShroudOrderGenerator = SpriteRenderable.None; if (World.OrderGenerator != null) aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World); var overlayRenderables = aboveShroud .Concat(aboveShroudSelected) .Concat(aboveShroudEffects) .Concat(aboveShroudOrderGenerator); Game.Renderer.WorldModelRenderer.BeginFrame(); var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this)).ToList(); Game.Renderer.WorldModelRenderer.EndFrame(); return finalOverlayRenderables; } public void Draw() { if (World.WorldActor.Disposed) return; if (debugVis.Value != null && lastDepthPreviewEnabled != debugVis.Value.DepthBuffer) { lastDepthPreviewEnabled = debugVis.Value.DepthBuffer; Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled); } RefreshPalette(); onScreenActors.UnionWith(World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight)); var renderables = GenerateRenderables(); var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor); Game.Renderer.EnableScissor(bounds); if (enableDepthBuffer) Game.Renderer.Context.EnableDepthBuffer(); terrainRenderer.Draw(this, Viewport); Game.Renderer.Flush(); for (var i = 0; i < renderables.Count; i++) renderables[i].Render(this); if (enableDepthBuffer) Game.Renderer.ClearDepthBuffer(); foreach (var a in World.ActorsWithTrait()) if (a.Actor.IsInWorld && !a.Actor.Disposed) a.Trait.RenderAboveWorld(a.Actor, this); var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null; if (enableDepthBuffer) Game.Renderer.ClearDepthBuffer(); foreach (var a in World.ActorsWithTrait()) a.Trait.RenderShroud(renderShroud, this); if (enableDepthBuffer) Game.Renderer.Context.DisableDepthBuffer(); Game.Renderer.DisableScissor(); var finalOverlayRenderables = GenerateOverlayRenderables(); // HACK: Keep old grouping behaviour var groupedOverlayRenderables = finalOverlayRenderables.GroupBy(prs => prs.GetType()); foreach (var g in groupedOverlayRenderables) foreach (var r in g) r.Render(this); if (debugVis.Value != null && debugVis.Value.RenderGeometry) { for (var i = 0; i < renderables.Count; i++) renderables[i].RenderDebugGeometry(this); foreach (var g in groupedOverlayRenderables) foreach (var r in g) r.RenderDebugGeometry(this); } if (debugVis.Value != null && debugVis.Value.ScreenMap) { foreach (var r in World.ScreenMap.RenderBounds(World.RenderPlayer)) Game.Renderer.WorldRgbaColorRenderer.DrawRect( new float3(r.Left, r.Top, r.Bottom), new float3(r.Right, r.Bottom, r.Bottom), 1 / Viewport.Zoom, Color.MediumSpringGreen); foreach (var r in World.ScreenMap.MouseBounds(World.RenderPlayer)) Game.Renderer.WorldRgbaColorRenderer.DrawRect( new float3(r.Left, r.Top, r.Bottom), new float3(r.Right, r.Bottom, r.Bottom), 1 / Viewport.Zoom, Color.OrangeRed); } Game.Renderer.Flush(); // PERF: Reuse collection to avoid allocations. onScreenActors.Clear(); } public void RefreshPalette() { palette.ApplyModifiers(World.WorldActor.TraitsImplementing()); Game.Renderer.SetPalette(palette); } // Conversion between world and screen coordinates public float2 ScreenPosition(WPos pos) { return new float2((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale); } public float3 Screen3DPosition(WPos pos) { var z = ZPosition(pos, 0) * (float)TileSize.Height / TileScale; return new float3((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale, z); } public int2 ScreenPxPosition(WPos pos) { // Round to nearest pixel var px = ScreenPosition(pos); return new int2((int)Math.Round(px.X), (int)Math.Round(px.Y)); } public float3 Screen3DPxPosition(WPos pos) { // Round to nearest pixel var px = Screen3DPosition(pos); return new float3((float)Math.Round(px.X), (float)Math.Round(px.Y), px.Z); } // For scaling vectors to pixel sizes in the model renderer public float3 ScreenVectorComponents(WVec vec) { return new float3( (float)TileSize.Width * vec.X / TileScale, (float)TileSize.Height * (vec.Y - vec.Z) / TileScale, (float)TileSize.Height * vec.Z / TileScale); } // For scaling vectors to pixel sizes in the model renderer public float[] ScreenVector(WVec vec) { var xyz = ScreenVectorComponents(vec); return new[] { xyz.X, xyz.Y, xyz.Z, 1f }; } public int2 ScreenPxOffset(WVec vec) { // Round to nearest pixel var xyz = ScreenVectorComponents(vec); return new int2((int)Math.Round(xyz.X), (int)Math.Round(xyz.Y)); } public float ScreenZPosition(WPos pos, int offset) { return ZPosition(pos, offset) * (float)TileSize.Height / TileScale; } static int ZPosition(WPos pos, int offset) { return pos.Y + pos.Z + offset; } /// /// Returns a position in the world that is projected to the given screen position. /// There are many possible world positions, and the returned value chooses the value with no elevation. /// public WPos ProjectedPosition(int2 screenPx) { return new WPos(TileScale * screenPx.X / TileSize.Width, TileScale * screenPx.Y / TileSize.Height, 0); } public void Dispose() { // HACK: Disposing the world from here violates ownership // but the WorldRenderer lifetime matches the disposal // behavior we want for the world, and the root object setup // is so horrible that doing it properly would be a giant mess. World.Dispose(); palette.Dispose(); Theater.Dispose(); terrainRenderer.Dispose(); } } }