#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.Collections.Generic; using OpenRA.Primitives; namespace OpenRA.Graphics { public class SpriteRenderable : IPalettedRenderable, IModifyableRenderable, IFinalizedRenderable { public static readonly IEnumerable None = new IRenderable[0]; readonly Sprite sprite; readonly WPos pos; readonly WVec offset; readonly int zOffset; readonly PaletteReference palette; readonly float scale; readonly float3 tint; readonly TintModifiers tintModifiers; readonly float alpha; readonly bool isDecoration; public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha, float3 tint, TintModifiers tintModifiers, bool isDecoration) { this.sprite = sprite; this.pos = pos; this.offset = offset; this.zOffset = zOffset; this.palette = palette; this.scale = scale; this.tint = tint; this.isDecoration = isDecoration; this.tintModifiers = tintModifiers; this.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)) this.palette = null; } public WPos Pos => pos + offset; public WVec Offset => offset; public PaletteReference Palette => palette; public int ZOffset => zOffset; public bool IsDecoration => isDecoration; public float Alpha => alpha; public float3 Tint => tint; public TintModifiers TintModifiers => tintModifiers; public IPalettedRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, alpha, tint, tintModifiers, isDecoration); } public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, alpha, tint, tintModifiers, isDecoration); } public IRenderable OffsetBy(in WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, alpha, tint, tintModifiers, isDecoration); } public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, alpha, tint, tintModifiers, true); } public IModifyableRenderable WithAlpha(float newAlpha) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, newAlpha, tint, tintModifiers, isDecoration); } public IModifyableRenderable WithTint(in float3 newTint, TintModifiers newTintModifiers) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, alpha, newTint, newTintModifiers, isDecoration); } 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); } 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); Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.Red); } public Rectangle ScreenBounds(WorldRenderer wr) { var screenOffset = ScreenPosition(wr) + sprite.Offset; return new Rectangle((int)screenOffset.X, (int)screenOffset.Y, (int)sprite.Size.X, (int)sprite.Size.Y); } } }