This simplifies terrain loading and allows for non-square tiles in game. The editor still relies on the old code for now.
262 lines
8.1 KiB
C#
262 lines
8.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public class PaletteReference
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{
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public readonly string Name;
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public readonly int Index;
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public readonly Palette Palette;
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public PaletteReference(string name, int index, Palette palette)
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{
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Name = name;
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Index = index;
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Palette = palette;
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}
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}
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public class WorldRenderer
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{
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public readonly World world;
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public readonly Theater Theater;
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internal readonly TerrainRenderer terrainRenderer;
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internal readonly ShroudRenderer shroudRenderer;
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internal readonly HardwarePalette palette;
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internal Cache<string, PaletteReference> palettes;
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Lazy<DeveloperMode> devTrait;
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internal WorldRenderer(World world)
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{
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this.world = world;
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palette = new HardwarePalette();
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palettes = new Cache<string, PaletteReference>(CreatePaletteReference);
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foreach (var pal in world.traitDict.ActorsWithTraitMultiple<IPalette>(world))
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pal.Trait.InitPalette(this);
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palette.Initialize();
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Theater = new Theater(world.TileSet);
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terrainRenderer = new TerrainRenderer(world, this);
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shroudRenderer = new ShroudRenderer(world);
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devTrait = Lazy.New(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null);
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}
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PaletteReference CreatePaletteReference(string name)
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{
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var pal = palette.GetPalette(name);
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if (pal == null)
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throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
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return new PaletteReference(name, palette.GetPaletteIndex(name), pal);
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}
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public PaletteReference Palette(string name) { return palettes[name]; }
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public void AddPalette(string name, Palette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
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List<IRenderable> GenerateRenderables()
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{
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var bounds = Game.viewport.WorldBounds(world);
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var comparer = new RenderableComparer(this);
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var tl = bounds.TopLeftAsCPos();
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var br = bounds.BottomRightAsCPos();
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var actors = world.FindActorsInBox(tl, br)
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.Append(world.WorldActor)
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.ToList();
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// Include player actor for the rendered player
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if (world.RenderPlayer != null)
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actors.Add(world.RenderPlayer.PlayerActor);
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var worldRenderables = actors.SelectMany(a => a.Render(this));
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if (world.OrderGenerator != null)
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worldRenderables = worldRenderables.Concat(world.OrderGenerator.Render(this, world));
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worldRenderables = worldRenderables.OrderBy(r => r, comparer);
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// Effects are drawn on top of all actors
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// TODO: Allow effects to be interleaved with actors
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var effectRenderables = world.Effects
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.SelectMany(e => e.Render(this));
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// Iterating via foreach() copies the structs, so enumerate by index
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var renderables = worldRenderables.Concat(effectRenderables).ToList();
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].BeforeRender(this);
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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return renderables;
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}
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public void Draw()
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{
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RefreshPalette();
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if (world.IsShellmap && !Game.Settings.Game.ShowShellmap)
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return;
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var renderables = GenerateRenderables();
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var bounds = Game.viewport.ViewBounds(world);
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Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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terrainRenderer.Draw(this, Game.viewport);
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foreach (var a in world.traitDict.ActorsWithTraitMultiple<IRenderAsTerrain>(world))
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foreach (var r in a.Trait.RenderAsTerrain(this, a.Actor))
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r.Render(this);
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Game.Renderer.Flush();
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].Render(this);
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// added for contrails
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foreach (var a in world.ActorsWithTrait<IPostRender>())
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if (!a.Actor.Destroyed)
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a.Trait.RenderAfterWorld(this, a.Actor);
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderAfterWorld(this, world);
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var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;
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shroudRenderer.Draw(this, renderShroud);
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].RenderDebugGeometry(this);
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Game.Renderer.DisableScissor();
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foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed)
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.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
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.GroupBy(prs => prs.GetType()))
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foreach (var t in g)
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t.RenderAfterWorld(this);
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Game.Renderer.Flush();
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}
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public void DrawSelectionBox(Actor selectedUnit, Color c)
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{
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var bounds = selectedUnit.Bounds.Value;
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var xy = new float2(bounds.Left, bounds.Top);
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var Xy = new float2(bounds.Right, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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var XY = new float2(bounds.Right, bounds.Bottom);
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.DrawLine(xy, xy + new float2(4, 0), c, c);
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wlr.DrawLine(xy, xy + new float2(0, 4), c, c);
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wlr.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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wlr.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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wlr.DrawLine(xY, xY + new float2(4, 0), c, c);
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wlr.DrawLine(xY, xY + new float2(0, -4), c, c);
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wlr.DrawLine(XY, XY + new float2(-4, 0), c, c);
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wlr.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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public void DrawRollover(Actor unit)
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{
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var selectable = unit.TraitOrDefault<Selectable>();
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if (selectable != null)
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selectable.DrawRollover(this, unit);
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}
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public void DrawLocus(Color c, CPos[] cells)
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{
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var dict = cells.ToDictionary(a => a, a => 0);
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var wlr = Game.Renderer.WorldLineRenderer;
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foreach (var t in dict.Keys)
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{
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if (!dict.ContainsKey(t + new CVec(-1, 0)))
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wlr.DrawLine(t.ToPPos().ToFloat2(), (t + new CVec(0, 1)).ToPPos().ToFloat2(), c, c);
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if (!dict.ContainsKey(t + new CVec(1, 0)))
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wlr.DrawLine((t + new CVec(1, 0)).ToPPos().ToFloat2(), (t + new CVec(1, 1)).ToPPos().ToFloat2(), c, c);
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if (!dict.ContainsKey(t + new CVec(0, -1)))
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wlr.DrawLine(t.ToPPos().ToFloat2(), (t + new CVec(1, 0)).ToPPos().ToFloat2(), c, c);
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if (!dict.ContainsKey(t + new CVec(0, 1)))
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wlr.DrawLine((t + new CVec(0, 1)).ToPPos().ToFloat2(), (t + new CVec(1, 1)).ToPPos().ToFloat2(), c, c);
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}
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}
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public void DrawRangeCircle(Color c, float2 location, float range)
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{
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for (var i = 0; i < 32; i++)
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{
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var start = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16);
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var end = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * (i + 0.7)) / 16);
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Game.Renderer.WorldLineRenderer.DrawLine(start, end, c, c);
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}
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}
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public void DrawRangeCircleWithContrast(Color fg, float2 location, float range, Color bg, int offset)
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{
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if (offset > 0) {
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DrawRangeCircle(bg, location, range + (float) offset/Game.CellSize);
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DrawRangeCircle(bg, location, range - (float) offset/Game.CellSize);
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}
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DrawRangeCircle(fg, location, range);
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}
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public void RefreshPalette()
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{
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palette.ApplyModifiers(world.WorldActor.TraitsImplementing<IPaletteModifier>());
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Game.Renderer.SetPalette(palette);
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}
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// Conversion between world and screen coordinates
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public float2 ScreenPosition(WPos pos)
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{
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var c = Game.CellSize/1024f;
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return new float2(c*pos.X, c*(pos.Y - pos.Z));
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}
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public int2 ScreenPxPosition(WPos pos)
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{
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// Round to nearest pixel
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var px = ScreenPosition(pos);
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return new int2((int)Math.Round(px.X), (int)Math.Round(px.Y));
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}
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// For scaling vectors to pixel sizes in the voxel renderer
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public float[] ScreenVector(WVec vec)
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{
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var c = Game.CellSize/1024f;
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return new float[] {c*vec.X, c*vec.Y, c*vec.Z, 1};
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}
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public int2 ScreenPxOffset(WVec vec)
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{
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// Round to nearest pixel
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var px = ScreenVector(vec);
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return new int2((int)Math.Round(px[0]), (int)Math.Round(px[1] - px[2]));
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}
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public float ScreenZPosition(WPos pos, int zOffset) { return (pos.Y + pos.Z + zOffset)*Game.CellSize/1024f; }
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}
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}
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