Files
OpenRA/OpenRA.Mods.Common/Traits/World/TerrainGeometryOverlay.cs
2015-01-09 21:18:05 +01:00

128 lines
4.0 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;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders a debug overlay showing the terrain cells. Attach this to the world actor.")]
public class TerrainGeometryOverlayInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new TerrainGeometryOverlay(init.Self); }
}
public class TerrainGeometryOverlay : IRenderOverlay
{
readonly int[][] vertices = new int[][]
{
// Flat
new[] { 0, 0, 0, 0 },
// Slopes (two corners high)
new[] { 0, 0, 1, 1 },
new[] { 1, 0, 0, 1 },
new[] { 1, 1, 0, 0 },
new[] { 0, 1, 1, 0 },
// Slopes (one corner high)
new[] { 0, 0, 0, 1 },
new[] { 1, 0, 0, 0 },
new[] { 0, 1, 0, 0 },
new[] { 0, 0, 1, 0 },
// Slopes (three corners high)
new[] { 1, 0, 1, 1 },
new[] { 1, 1, 0, 1 },
new[] { 1, 1, 1, 0 },
new[] { 0, 1, 1, 1 },
// Slopes (two corners high, one corner double high)
new[] { 1, 0, 1, 2 },
new[] { 2, 1, 0, 1 },
new[] { 1, 2, 1, 0 },
new[] { 0, 1, 2, 1 },
// Slopes (two corners high, alternating)
new[] { 1, 0, 1, 0 },
new[] { 0, 1, 0, 1 },
new[] { 1, 0, 1, 0 },
new[] { 0, 1, 0, 1 }
};
readonly Lazy<DeveloperMode> devMode;
public TerrainGeometryOverlay(Actor self)
{
devMode = Exts.Lazy(() => self.World.LocalPlayer != null ? self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null);
}
public void Render(WorldRenderer wr)
{
if (devMode.Value == null || !devMode.Value.ShowTerrainGeometry)
return;
var ts = wr.World.Map.TileShape;
var colors = wr.World.TileSet.HeightDebugColors;
var leftDelta = ts == TileShape.Diamond ? new WVec(-512, 0, 0) : new WVec(-512, -512, 0);
var topDelta = ts == TileShape.Diamond ? new WVec(0, -512, 0) : new WVec(512, -512, 0);
var rightDelta = ts == TileShape.Diamond ? new WVec(512, 0, 0) : new WVec(512, 512, 0);
var bottomDelta = ts == TileShape.Diamond ? new WVec(0, 512, 0) : new WVec(-512, 512, 0);
foreach (var uv in wr.Viewport.VisibleCells.MapCoords)
{
var lr = Game.Renderer.WorldLineRenderer;
var pos = wr.World.Map.CenterOfCell(uv.ToCPos(wr.World.Map));
var height = (int)wr.World.Map.MapHeight.Value[uv];
var tile = wr.World.Map.MapTiles.Value[uv];
TerrainTileInfo tileInfo = null;
// TODO: This is a temporary workaround for our sloppy tileset definitions
// (ra/td templates omit Clear tiles from templates)
try
{
tileInfo = wr.World.TileSet.Templates[tile.Type][tile.Index];
}
catch (Exception) { }
if (tileInfo == null)
continue;
var leftHeight = vertices[tileInfo.RampType][0];
var topHeight = vertices[tileInfo.RampType][1];
var rightHeight = vertices[tileInfo.RampType][2];
var bottomHeight = vertices[tileInfo.RampType][3];
var leftColor = colors[height + leftHeight];
var topColor = colors[height + topHeight];
var rightColor = colors[height + rightHeight];
var bottomColor = colors[height + bottomHeight];
var left = wr.ScreenPxPosition(pos + leftDelta + new WVec(0, 0, 512 * leftHeight)).ToFloat2();
var top = wr.ScreenPxPosition(pos + topDelta + new WVec(0, 0, 512 * topHeight)).ToFloat2();
var right = wr.ScreenPxPosition(pos + rightDelta + new WVec(0, 0, 512 * rightHeight)).ToFloat2();
var bottom = wr.ScreenPxPosition(pos + bottomDelta + new WVec(0, 0, 512 * bottomHeight)).ToFloat2();
lr.DrawLine(left, top, leftColor, topColor);
lr.DrawLine(top, right, topColor, rightColor);
lr.DrawLine(right, bottom, rightColor, bottomColor);
lr.DrawLine(bottom, left, bottomColor, leftColor);
}
}
}
}