Files
OpenRA/OpenRA.Game/Graphics/WorldRenderer.cs
Paul Chote 6f5d035e79 Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.

An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00

321 lines
10 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
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 int TileScale;
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<DebugVisualizations> debugVis;
readonly Func<string, PaletteReference> createPaletteReference;
readonly bool enableDepthBuffer;
internal WorldRenderer(ModData modData, World world)
{
World = world;
TileSize = World.Map.Grid.TileSize;
TileScale = World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448 : 1024;
Viewport = new Viewport(this, world.Map);
createPaletteReference = CreatePaletteReference;
var mapGrid = modData.Manifest.Get<MapGrid>();
enableDepthBuffer = mapGrid.EnableDepthBuffer;
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.Map.Rules.TileSet);
terrainRenderer = new TerrainRenderer(world, this);
debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
}
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.RenderableActorsInBox(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));
// Unpartitioned effects
worldRenderables = worldRenderables.Concat(World.UnpartitionedEffects.SelectMany(e => e.Render(this)));
// Partitioned, currently on-screen effects
var effectRenderables = World.ScreenMap.RenderableEffectsInBox(Viewport.TopLeft, Viewport.BottomRight);
worldRenderables = worldRenderables.Concat(effectRenderables.SelectMany(e => e.Render(this)));
worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
Game.Renderer.WorldModelRenderer.BeginFrame();
var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList();
Game.Renderer.WorldModelRenderer.EndFrame();
return renderables;
}
public void Draw()
{
if (World.WorldActor.Disposed)
return;
if (debugVis.Value != null)
{
Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
Game.Renderer.WorldRgbaColorRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
}
RefreshPalette();
var renderables = GenerateRenderables();
var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
Game.Renderer.EnableScissor(bounds);
if (enableDepthBuffer)
Game.Renderer.Device.EnableDepthBuffer();
terrainRenderer.Draw(this, Viewport);
Game.Renderer.Flush();
for (var i = 0; i < renderables.Count; i++)
renderables[i].Render(this);
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IRenderAboveWorld>())
if (a.Actor.IsInWorld && !a.Actor.Disposed)
a.Trait.RenderAboveWorld(a.Actor, this);
var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IRenderShroud>())
a.Trait.RenderShroud(renderShroud, this);
if (enableDepthBuffer)
Game.Renderer.Device.DisableDepthBuffer();
Game.Renderer.DisableScissor();
var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>().Where(a => a.Actor.IsInWorld && !a.Actor.Disposed)
.SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this));
var aboveShroudSelected = World.Selection.Actors.Where(a => !a.Disposed)
.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
.SelectMany(t => t.RenderAboveShroud(a, this)));
var aboveShroudEffects = World.Effects.Select(e => e as IEffectAboveShroud)
.Where(e => e != null)
.SelectMany(e => e.RenderAboveShroud(this));
var aboveShroudOrderGenerator = SpriteRenderable.None;
if (World.OrderGenerator != null)
aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
Game.Renderer.WorldModelRenderer.BeginFrame();
var finalOverlayRenderables = aboveShroud
.Concat(aboveShroudSelected)
.Concat(aboveShroudEffects)
.Concat(aboveShroudOrderGenerator)
.Select(r => r.PrepareRender(this))
.ToList();
Game.Renderer.WorldModelRenderer.EndFrame();
// HACK: Keep old grouping behaviour
foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
foreach (var r in g)
r.Render(this);
if (debugVis.Value != null && debugVis.Value.RenderGeometry)
{
for (var i = 0; i < renderables.Count; i++)
renderables[i].RenderDebugGeometry(this);
foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
foreach (var r in g)
r.RenderDebugGeometry(this);
}
if (debugVis.Value != null && debugVis.Value.ScreenMap)
{
foreach (var r in World.ScreenMap.RenderBounds(World.RenderPlayer))
Game.Renderer.WorldRgbaColorRenderer.DrawRect(
new float3(r.Left, r.Top, r.Bottom),
new float3(r.Right, r.Bottom, r.Bottom),
1 / Viewport.Zoom, Color.MediumSpringGreen);
foreach (var r in World.ScreenMap.MouseBounds(World.RenderPlayer))
Game.Renderer.WorldRgbaColorRenderer.DrawRect(
new float3(r.Left, r.Top, r.Bottom),
new float3(r.Right, r.Bottom, r.Bottom),
1 / Viewport.Zoom, Color.OrangeRed);
}
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((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale);
}
public float3 Screen3DPosition(WPos pos)
{
var z = ZPosition(pos, 0) * (float)TileSize.Height / TileScale;
return new float3((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale, 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));
}
public float3 Screen3DPxPosition(WPos pos)
{
// Round to nearest pixel
var px = Screen3DPosition(pos);
return new float3((float)Math.Round(px.X), (float)Math.Round(px.Y), px.Z);
}
// For scaling vectors to pixel sizes in the model renderer
public float3 ScreenVectorComponents(WVec vec)
{
return new float3(
(float)TileSize.Width * vec.X / TileScale,
(float)TileSize.Height * (vec.Y - vec.Z) / TileScale,
(float)TileSize.Height * vec.Z / TileScale);
}
// For scaling vectors to pixel sizes in the model renderer
public float[] ScreenVector(WVec vec)
{
var xyz = ScreenVectorComponents(vec);
return new[] { xyz.X, xyz.Y, xyz.Z, 1f };
}
public int2 ScreenPxOffset(WVec vec)
{
// Round to nearest pixel
var xyz = ScreenVectorComponents(vec);
return new int2((int)Math.Round(xyz.X), (int)Math.Round(xyz.Y));
}
public float ScreenZPosition(WPos pos, int offset)
{
return ZPosition(pos, offset) * (float)TileSize.Height / TileScale;
}
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(TileScale * screenPx.X / TileSize.Width, TileScale * 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();
}
}
}