Files
OpenRA/OpenRA.Mods.Common/Graphics/VoxelRenderable.cs
2015-12-19 12:28:09 +00:00

229 lines
8.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Graphics
{
public struct VoxelRenderable : IRenderable
{
readonly IEnumerable<VoxelAnimation> voxels;
readonly WPos pos;
readonly int zOffset;
readonly WRot camera;
readonly WRot lightSource;
readonly float[] lightAmbientColor;
readonly float[] lightDiffuseColor;
readonly PaletteReference palette;
readonly PaletteReference normalsPalette;
readonly PaletteReference shadowPalette;
readonly float scale;
public VoxelRenderable(
IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
PaletteReference color, PaletteReference normals, PaletteReference shadow)
{
this.voxels = voxels;
this.pos = pos;
this.zOffset = zOffset;
this.scale = scale;
this.camera = camera;
this.lightSource = lightSource;
this.lightAmbientColor = lightAmbientColor;
this.lightDiffuseColor = lightDiffuseColor;
this.palette = color;
this.normalsPalette = normals;
this.shadowPalette = shadow;
}
public WPos Pos { get { return pos; } }
public PaletteReference Palette { get { return palette; } }
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return false; } }
public IRenderable WithPalette(PaletteReference newPalette)
{
return new VoxelRenderable(
voxels, pos, zOffset, camera, scale,
lightSource, lightAmbientColor, lightDiffuseColor,
newPalette, normalsPalette, shadowPalette);
}
public IRenderable WithZOffset(int newOffset)
{
return new VoxelRenderable(
voxels, pos, newOffset, camera, scale,
lightSource, lightAmbientColor, lightDiffuseColor,
palette, normalsPalette, shadowPalette);
}
public IRenderable OffsetBy(WVec vec)
{
return new VoxelRenderable(
voxels, pos + vec, zOffset, camera, scale,
lightSource, lightAmbientColor, lightDiffuseColor,
palette, normalsPalette, shadowPalette);
}
public IRenderable AsDecoration() { return this; }
// This will need generalizing once we support TS/RA2 terrain
static readonly float[] GroundNormal = new float[] { 0, 0, 1, 1 };
public IFinalizedRenderable PrepareRender(WorldRenderer wr)
{
return new FinalizedVoxelRenderable(wr, this);
}
struct FinalizedVoxelRenderable : IFinalizedRenderable
{
readonly VoxelRenderable voxel;
readonly VoxelRenderProxy renderProxy;
public FinalizedVoxelRenderable(WorldRenderer wr, VoxelRenderable voxel)
{
this.voxel = voxel;
var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync(
wr, draw, voxel.camera, voxel.scale, VoxelRenderable.GroundNormal, voxel.lightSource,
voxel.lightAmbientColor, voxel.lightDiffuseColor,
voxel.palette, voxel.normalsPalette, voxel.shadowPalette);
}
public void Render(WorldRenderer wr)
{
var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);
var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
var pxOrigin = wr.ScreenPosition(voxel.pos);
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
var psb = renderProxy.ProjectedShadowBounds;
var sa = shadowOrigin + psb[0];
var sb = shadowOrigin + psb[2];
var sc = shadowOrigin + psb[1];
var sd = shadowOrigin + psb[3];
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);
var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
var pxOrigin = wr.ScreenPosition(voxel.pos);
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
var iz = 1 / wr.Viewport.Zoom;
// Draw sprite rect
var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset, offset + renderProxy.Sprite.Size, iz, Color.Red);
// Draw transformed shadow sprite rect
var c = Color.Purple;
var psb = renderProxy.ProjectedShadowBounds;
Game.Renderer.WorldRgbaColorRenderer.DrawPolygon(new[]
{
shadowOrigin + psb[1],
shadowOrigin + psb[3],
shadowOrigin + psb[0],
shadowOrigin + psb[2]
}, iz, c);
// Draw voxel bounding box
var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
var scaleTransform = Util.ScaleMatrix(voxel.scale, voxel.scale, voxel.scale);
var cameraTransform = Util.MakeFloatMatrix(voxel.camera.AsMatrix());
foreach (var v in draw)
{
var bounds = v.Voxel.Bounds(v.FrameFunc());
var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
float sx, sy, sz;
wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
var pxPos = pxOrigin + new float2(sx, sy);
var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
DrawBoundsBox(pxPos, screenTransform, bounds, iz, Color.Yellow);
}
}
static readonly uint[] CornerXIndex = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
static readonly uint[] CornerYIndex = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
static readonly uint[] CornerZIndex = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, float width, Color c)
{
var wcr = Game.Renderer.WorldRgbaColorRenderer;
var corners = new float2[8];
for (var i = 0; i < 8; i++)
{
var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
var screen = Util.MatrixVectorMultiply(transform, vec);
corners[i] = pxPos + new float2(screen[0], screen[1]);
}
// Front face
wcr.DrawPolygon(new[] { corners[0], corners[1], corners[3], corners[2] }, width, c);
// Back face
wcr.DrawPolygon(new[] { corners[4], corners[5], corners[7], corners[6] }, width, c);
// Horizontal edges
wcr.DrawLine(corners[0], corners[4], width, c);
wcr.DrawLine(corners[1], corners[5], width, c);
wcr.DrawLine(corners[2], corners[6], width, c);
wcr.DrawLine(corners[3], corners[7], width, c);
}
public Rectangle ScreenBounds(WorldRenderer wr)
{
var pxOrigin = wr.ScreenPosition(voxel.pos);
var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
var scaleTransform = Util.ScaleMatrix(voxel.scale, voxel.scale, voxel.scale);
var cameraTransform = Util.MakeFloatMatrix(voxel.camera.AsMatrix());
var minX = float.MaxValue;
var minY = float.MaxValue;
var maxX = float.MinValue;
var maxY = float.MinValue;
foreach (var v in draw)
{
var bounds = v.Voxel.Bounds(v.FrameFunc());
var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
float sx, sy, sz;
wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
var pxPos = pxOrigin + new float2(sx, sy);
var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
for (var i = 0; i < 8; i++)
{
var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
var screen = Util.MatrixVectorMultiply(screenTransform, vec);
minX = Math.Min(minX, pxPos.X + screen[0]);
minY = Math.Min(minY, pxPos.Y + screen[1]);
maxX = Math.Max(maxX, pxPos.X + screen[0]);
maxY = Math.Max(maxY, pxPos.Y + screen[1]);
}
}
return Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY);
}
}
}
}