Files
OpenRA/OpenRA.Game/Graphics/WorldRenderer.cs
RoosterDragon b9ebeaadca Improve performance of line rendering.
- Create an overload that renders a line in one color, as this allows most existing calls to be simplified. This also allows a slight performance improvement by only normalizing the components once.
- Introduce a DrawLineStrip method. This improves performance by allowing the color components to be normalized once for the whole strip, and only needing to calculate vertices once per point rather than twice since we can reuse the last result.
2015-05-19 21:41:50 +01:00

282 lines
8.6 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.Traits;
namespace OpenRA.Graphics
{
public sealed class WorldRenderer : IDisposable
{
public static readonly Func<IRenderable, int> RenderableScreenZPositionComparisonKey =
r => ZPosition(r.Pos, r.ZOffset);
public readonly World World;
public readonly Theater Theater;
public Viewport Viewport { get; private set; }
public event Action PaletteInvalidated = null;
readonly HardwarePalette palette = new HardwarePalette();
readonly Dictionary<string, PaletteReference> palettes = new Dictionary<string, PaletteReference>();
readonly TerrainRenderer terrainRenderer;
readonly Lazy<DeveloperMode> devTrait;
readonly Func<string, PaletteReference> createPaletteReference;
internal WorldRenderer(World world)
{
World = world;
Viewport = new Viewport(this, world.Map);
createPaletteReference = CreatePaletteReference;
foreach (var pal in world.TraitDict.ActorsWithTrait<ILoadsPalettes>())
pal.Trait.LoadPalettes(this);
foreach (var p in world.Players)
UpdatePalettesForPlayer(p.InternalName, p.Color, false);
palette.Initialize();
Theater = new Theater(world.TileSet);
terrainRenderer = new TerrainRenderer(world, this);
devTrait = Exts.Lazy(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null);
}
public void UpdatePalettesForPlayer(string internalName, HSLColor color, bool replaceExisting)
{
foreach (var pal in World.WorldActor.TraitsImplementing<ILoadsPlayerPalettes>())
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<IFinalizedRenderable> GenerateRenderables()
{
var actors = World.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight)
.Append(World.WorldActor);
// Include player actor for the rendered player
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));
worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
// Effects are drawn on top of all actors
// HACK: Effects aren't interleaved with actors.
var effectRenderables = World.Effects
.SelectMany(e => e.Render(this));
if (World.OrderGenerator != null)
effectRenderables = effectRenderables.Concat(World.OrderGenerator.RenderAfterWorld(this, World));
Game.Renderer.WorldVoxelRenderer.BeginFrame();
var renderables = worldRenderables.Concat(effectRenderables)
.Select(r => r.PrepareRender(this)).ToList();
Game.Renderer.WorldVoxelRenderer.EndFrame();
return renderables;
}
public void Draw()
{
RefreshPalette();
if (World.Type == WorldType.Shellmap && !Game.Settings.Game.ShowShellmap)
return;
var renderables = GenerateRenderables();
var bounds = Viewport.ScissorBounds;
Game.Renderer.EnableScissor(bounds);
terrainRenderer.Draw(this, Viewport);
Game.Renderer.Flush();
for (var i = 0; i < renderables.Count; i++)
renderables[i].Render(this);
// added for contrails
foreach (var a in World.ActorsWithTrait<IPostRender>())
if (a.Actor.IsInWorld && !a.Actor.Destroyed)
a.Trait.RenderAfterWorld(this, a.Actor);
var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
foreach (var a in World.ActorsWithTrait<IRenderShroud>())
a.Trait.RenderShroud(this, renderShroud);
if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
for (var i = 0; i < renderables.Count; i++)
renderables[i].RenderDebugGeometry(this);
Game.Renderer.DisableScissor();
var overlayRenderables = World.Selection.Actors.Where(a => !a.Destroyed)
.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
.SelectMany(t => t.RenderAfterWorld(this));
Game.Renderer.WorldVoxelRenderer.BeginFrame();
var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this));
Game.Renderer.WorldVoxelRenderer.EndFrame();
// HACK: Keep old grouping behaviour
foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
foreach (var r in g)
r.Render(this);
if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
foreach (var r in g)
r.RenderDebugGeometry(this);
if (World.Type == WorldType.Regular && Game.Settings.Game.AlwaysShowStatusBars)
{
foreach (var g in World.Actors.Where(a => !a.Destroyed
&& a.HasTrait<Selectable>()
&& !World.FogObscures(a)
&& !World.Selection.Actors.Contains(a)))
DrawRollover(g);
}
Game.Renderer.Flush();
}
public void DrawRollover(Actor unit)
{
var selectable = unit.TraitOrDefault<Selectable>();
if (selectable != null)
{
if (selectable.Info.Selectable)
new SelectionBarsRenderable(unit).Render(this);
}
}
public void DrawRangeCircle(WPos pos, WRange range, Color c)
{
var offset = new WVec(range.Range, 0, 0);
for (var i = 0; i < 32; i++)
{
var pa = pos + offset.Rotate(WRot.FromFacing(8 * i));
var pb = pos + offset.Rotate(WRot.FromFacing(8 * i + 6));
Game.Renderer.WorldLineRenderer.DrawLine(ScreenPosition(pa), ScreenPosition(pb), c);
}
}
public void DrawTargetMarker(Color c, float2 location)
{
var tl = new float2(-1 / Viewport.Zoom, -1 / Viewport.Zoom);
var br = new float2(1 / Viewport.Zoom, 1 / Viewport.Zoom);
var bl = new float2(tl.X, br.Y);
var tr = new float2(br.X, tl.Y);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(location + tl, location + tr, c);
wlr.DrawLine(location + tr, location + br, c);
wlr.DrawLine(location + br, location + bl, c);
wlr.DrawLine(location + bl, location + tl, c);
}
public void RefreshPalette()
{
palette.ApplyModifiers(World.WorldActor.TraitsImplementing<IPaletteModifier>());
Game.Renderer.SetPalette(palette);
}
// Conversion between world and screen coordinates
public float2 ScreenPosition(WPos pos)
{
var ts = Game.ModData.Manifest.TileSize;
return new float2(ts.Width * pos.X / 1024f, ts.Height * (pos.Y - pos.Z) / 1024f);
}
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));
}
// For scaling vectors to pixel sizes in the voxel renderer
public float[] ScreenVector(WVec vec)
{
var ts = Game.ModData.Manifest.TileSize;
return new float[] { ts.Width * vec.X / 1024f, ts.Height * vec.Y / 1024f, ts.Height * vec.Z / 1024f, 1 };
}
public int2 ScreenPxOffset(WVec vec)
{
// Round to nearest pixel
var px = ScreenVector(vec);
return new int2((int)Math.Round(px[0]), (int)Math.Round(px[1] - px[2]));
}
public float ScreenZPosition(WPos pos, int offset)
{
var ts = Game.ModData.Manifest.TileSize;
return ZPosition(pos, offset) * ts.Height / 1024f;
}
static int ZPosition(WPos pos, int offset)
{
return pos.Y + pos.Z + offset;
}
public WPos Position(int2 screenPx)
{
var ts = Game.ModData.Manifest.TileSize;
return new WPos(1024 * screenPx.X / ts.Width, 1024 * screenPx.Y / ts.Height, 0);
}
public void Dispose()
{
palette.Dispose();
Theater.Dispose();
terrainRenderer.Dispose();
}
}
}