Files
OpenRA/OpenRA.Game/Graphics/WorldRenderer.cs
RoosterDragon a50fa4fcaa Interleave renderables for effects and actors.
Previously, renderables from actors were z-ordered, but effects were excluded and not ordered. Now we order them all as a whole.
2015-12-28 21:28:12 +00:00

275 lines
8.7 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 Size TileSize;
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;
TileSize = World.Map.Grid.TileSize;
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);
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.Concat(World.Effects.SelectMany(e => e.Render(this)));
worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
if (World.OrderGenerator != null)
worldRenderables = worldRenderables.Concat(World.OrderGenerator.RenderAfterWorld(this, World));
Game.Renderer.WorldVoxelRenderer.BeginFrame();
var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList();
Game.Renderer.WorldVoxelRenderer.EndFrame();
return renderables;
}
public void Draw()
{
if (World.WorldActor.Disposed)
return;
if (devTrait.Value != null)
Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview);
RefreshPalette();
if (World.Type == WorldType.Shellmap && !Game.Settings.Game.ShowShellmap)
return;
var renderables = GenerateRenderables();
var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
Game.Renderer.EnableScissor(bounds);
terrainRenderer.Draw(this, Viewport);
Game.Renderer.Flush();
for (var i = 0; i < renderables.Count; i++)
renderables[i].Render(this);
foreach (var a in World.ActorsWithTrait<IPostRender>())
if (a.Actor.IsInWorld && !a.Actor.Disposed)
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.Disposed)
.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)
{
foreach (var g in World.ActorsHavingTrait<Selectable>().Where(a => !a.Disposed
&& !World.FogObscures(a)
&& !World.Selection.Actors.Contains(a)))
{
if (Game.Settings.Game.StatusBars == StatusBarsType.Standard)
new SelectionBarsRenderable(g, false, false).Render(this);
if (Game.Settings.Game.StatusBars == StatusBarsType.AlwaysShow)
new SelectionBarsRenderable(g, true, true).Render(this);
if (Game.Settings.Game.StatusBars == StatusBarsType.DamageShow)
{
if (g.GetDamageState() != DamageState.Undamaged)
new SelectionBarsRenderable(g, true, true).Render(this);
else
new SelectionBarsRenderable(g, false, true).Render(this);
}
}
}
Game.Renderer.Flush();
}
public void RefreshPalette()
{
palette.ApplyModifiers(World.WorldActor.TraitsImplementing<IPaletteModifier>());
Game.Renderer.SetPalette(palette);
}
// Conversion between world and screen coordinates
public float2 ScreenPosition(WPos pos)
{
return new float2(TileSize.Width * pos.X / 1024f, TileSize.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 void ScreenVectorComponents(WVec vec, out float x, out float y, out float z)
{
x = TileSize.Width * vec.X / 1024f;
y = TileSize.Height * vec.Y / 1024f;
z = TileSize.Height * vec.Z / 1024f;
}
// For scaling vectors to pixel sizes in the voxel renderer
public float[] ScreenVector(WVec vec)
{
float x, y, z;
ScreenVectorComponents(vec, out x, out y, out z);
return new[] { x, y, z, 1f };
}
public int2 ScreenPxOffset(WVec vec)
{
// Round to nearest pixel
float x, y, z;
ScreenVectorComponents(vec, out x, out y, out z);
return new int2((int)Math.Round(x), (int)Math.Round(y - z));
}
public float ScreenZPosition(WPos pos, int offset)
{
return ZPosition(pos, offset) * TileSize.Height / 1024f;
}
static int ZPosition(WPos pos, int offset)
{
return pos.Y + pos.Z + offset;
}
/// <summary>
/// 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.
/// </summary>
public WPos ProjectedPosition(int2 screenPx)
{
return new WPos(1024 * screenPx.X / TileSize.Width, 1024 * 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();
}
}
}