Files
OpenRA/OpenRA.Game/Graphics/WorldRenderer.cs
Paul Chote 387ac04d9f Split tileset artwork loading out of TileSet.
This simplifies terrain loading and allows for
non-square tiles in game.

The editor still relies on the old code for now.
2013-08-14 23:08:17 +12:00

262 lines
8.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Graphics
{
public class PaletteReference
{
public readonly string Name;
public readonly int Index;
public readonly Palette Palette;
public PaletteReference(string name, int index, Palette palette)
{
Name = name;
Index = index;
Palette = palette;
}
}
public class WorldRenderer
{
public readonly World world;
public readonly Theater Theater;
internal readonly TerrainRenderer terrainRenderer;
internal readonly ShroudRenderer shroudRenderer;
internal readonly HardwarePalette palette;
internal Cache<string, PaletteReference> palettes;
Lazy<DeveloperMode> devTrait;
internal WorldRenderer(World world)
{
this.world = world;
palette = new HardwarePalette();
palettes = new Cache<string, PaletteReference>(CreatePaletteReference);
foreach (var pal in world.traitDict.ActorsWithTraitMultiple<IPalette>(world))
pal.Trait.InitPalette(this);
palette.Initialize();
Theater = new Theater(world.TileSet);
terrainRenderer = new TerrainRenderer(world, this);
shroudRenderer = new ShroudRenderer(world);
devTrait = Lazy.New(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null);
}
PaletteReference CreatePaletteReference(string name)
{
var pal = palette.GetPalette(name);
if (pal == null)
throw new InvalidOperationException("Palette `{0}` does not exist".F(name));
return new PaletteReference(name, palette.GetPaletteIndex(name), pal);
}
public PaletteReference Palette(string name) { return palettes[name]; }
public void AddPalette(string name, Palette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
List<IRenderable> GenerateRenderables()
{
var bounds = Game.viewport.WorldBounds(world);
var comparer = new RenderableComparer(this);
var tl = bounds.TopLeftAsCPos();
var br = bounds.BottomRightAsCPos();
var actors = world.FindActorsInBox(tl, br)
.Append(world.WorldActor)
.ToList();
// Include player actor for the rendered player
if (world.RenderPlayer != null)
actors.Add(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(r => r, comparer);
// Effects are drawn on top of all actors
// TODO: Allow effects to be interleaved with actors
var effectRenderables = world.Effects
.SelectMany(e => e.Render(this));
// Iterating via foreach() copies the structs, so enumerate by index
var renderables = worldRenderables.Concat(effectRenderables).ToList();
Game.Renderer.WorldVoxelRenderer.BeginFrame();
for (var i = 0; i < renderables.Count; i++)
renderables[i].BeforeRender(this);
Game.Renderer.WorldVoxelRenderer.EndFrame();
return renderables;
}
public void Draw()
{
RefreshPalette();
if (world.IsShellmap && !Game.Settings.Game.ShowShellmap)
return;
var renderables = GenerateRenderables();
var bounds = Game.viewport.ViewBounds(world);
Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
terrainRenderer.Draw(this, Game.viewport);
foreach (var a in world.traitDict.ActorsWithTraitMultiple<IRenderAsTerrain>(world))
foreach (var r in a.Trait.RenderAsTerrain(this, a.Actor))
r.Render(this);
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.Destroyed)
a.Trait.RenderAfterWorld(this, a.Actor);
if (world.OrderGenerator != null)
world.OrderGenerator.RenderAfterWorld(this, world);
var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;
shroudRenderer.Draw(this, renderShroud);
if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
for (var i = 0; i < renderables.Count; i++)
renderables[i].RenderDebugGeometry(this);
Game.Renderer.DisableScissor();
foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed)
.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
.GroupBy(prs => prs.GetType()))
foreach (var t in g)
t.RenderAfterWorld(this);
Game.Renderer.Flush();
}
public void DrawSelectionBox(Actor selectedUnit, Color c)
{
var bounds = selectedUnit.Bounds.Value;
var xy = new float2(bounds.Left, bounds.Top);
var Xy = new float2(bounds.Right, bounds.Top);
var xY = new float2(bounds.Left, bounds.Bottom);
var XY = new float2(bounds.Right, bounds.Bottom);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(xy, xy + new float2(4, 0), c, c);
wlr.DrawLine(xy, xy + new float2(0, 4), c, c);
wlr.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
wlr.DrawLine(Xy, Xy + new float2(0, 4), c, c);
wlr.DrawLine(xY, xY + new float2(4, 0), c, c);
wlr.DrawLine(xY, xY + new float2(0, -4), c, c);
wlr.DrawLine(XY, XY + new float2(-4, 0), c, c);
wlr.DrawLine(XY, XY + new float2(0, -4), c, c);
}
public void DrawRollover(Actor unit)
{
var selectable = unit.TraitOrDefault<Selectable>();
if (selectable != null)
selectable.DrawRollover(this, unit);
}
public void DrawLocus(Color c, CPos[] cells)
{
var dict = cells.ToDictionary(a => a, a => 0);
var wlr = Game.Renderer.WorldLineRenderer;
foreach (var t in dict.Keys)
{
if (!dict.ContainsKey(t + new CVec(-1, 0)))
wlr.DrawLine(t.ToPPos().ToFloat2(), (t + new CVec(0, 1)).ToPPos().ToFloat2(), c, c);
if (!dict.ContainsKey(t + new CVec(1, 0)))
wlr.DrawLine((t + new CVec(1, 0)).ToPPos().ToFloat2(), (t + new CVec(1, 1)).ToPPos().ToFloat2(), c, c);
if (!dict.ContainsKey(t + new CVec(0, -1)))
wlr.DrawLine(t.ToPPos().ToFloat2(), (t + new CVec(1, 0)).ToPPos().ToFloat2(), c, c);
if (!dict.ContainsKey(t + new CVec(0, 1)))
wlr.DrawLine((t + new CVec(0, 1)).ToPPos().ToFloat2(), (t + new CVec(1, 1)).ToPPos().ToFloat2(), c, c);
}
}
public void DrawRangeCircle(Color c, float2 location, float range)
{
for (var i = 0; i < 32; i++)
{
var start = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16);
var end = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * (i + 0.7)) / 16);
Game.Renderer.WorldLineRenderer.DrawLine(start, end, c, c);
}
}
public void DrawRangeCircleWithContrast(Color fg, float2 location, float range, Color bg, int offset)
{
if (offset > 0) {
DrawRangeCircle(bg, location, range + (float) offset/Game.CellSize);
DrawRangeCircle(bg, location, range - (float) offset/Game.CellSize);
}
DrawRangeCircle(fg, location, range);
}
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 c = Game.CellSize/1024f;
return new float2(c*pos.X, c*(pos.Y - pos.Z));
}
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 c = Game.CellSize/1024f;
return new float[] {c*vec.X, c*vec.Y, c*vec.Z, 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 zOffset) { return (pos.Y + pos.Z + zOffset)*Game.CellSize/1024f; }
}
}