Files
OpenRA/OpenRA.Mods.RA/ShroudRenderer.cs
2014-06-27 23:30:40 +12:00

275 lines
8.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Drawing;
using System.Linq;
using OpenRA;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class ShroudRendererInfo : ITraitInfo
{
public readonly string Sequence = "shroud";
public readonly string[] ShroudVariants = new[] { "shroud" };
public readonly string[] FogVariants = new[] { "fog" };
public readonly string ShroudPalette = "shroud";
public readonly string FogPalette = "fog";
[Desc("Bitfield of shroud directions for each frame. Lower four bits are",
"corners clockwise from TL; upper four are edges clockwise from top")]
public readonly int[] Index = new[] { 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 };
[Desc("Use the upper four bits when calculating frame")]
public readonly bool UseExtendedIndex = false;
[Desc("Override for source art that doesn't define a fully shrouded tile")]
public readonly string OverrideFullShroud = null;
public readonly int OverrideShroudIndex = 15;
[Desc("Override for source art that doesn't define a fully fogged tile")]
public readonly string OverrideFullFog = null;
public readonly int OverrideFogIndex = 15;
public readonly BlendMode ShroudBlend = BlendMode.Alpha;
public object Create(ActorInitializer init) { return new ShroudRenderer(init.world, this); }
}
public class ShroudRenderer : IRenderShroud, IWorldLoaded
{
class ShroudTile
{
public readonly CPos Position;
public readonly float2 ScreenPosition;
public readonly int Variant;
public Sprite Fog;
public Sprite Shroud;
public ShroudTile(CPos position, float2 screenPosition, int variant)
{
Position = position;
ScreenPosition = screenPosition;
Variant = variant;
}
}
readonly ShroudRendererInfo info;
readonly Sprite[] shroudSprites, fogSprites;
readonly int[] spriteMap;
readonly CellLayer<ShroudTile> tiles;
readonly int variantStride;
readonly Map map;
PaletteReference fogPalette, shroudPalette;
int shroudHash;
public ShroudRenderer(World world, ShroudRendererInfo info)
{
this.info = info;
map = world.Map;
tiles = new CellLayer<ShroudTile>(map);
// Force update on first render
shroudHash = -1;
// Load sprite variants
if (info.ShroudVariants.Length != info.FogVariants.Length)
throw new InvalidOperationException("ShroudRenderer must define the same number of shroud and fog variants!");
if ((info.OverrideFullFog == null) ^ (info.OverrideFullShroud == null))
throw new InvalidOperationException("ShroudRenderer must cannot define overrides for only one of shroud or fog!");
var variantCount = info.ShroudVariants.Length;
variantStride = info.Index.Length + (info.OverrideFullShroud != null ? 1 : 0);
shroudSprites = new Sprite[variantCount * variantStride];
fogSprites = new Sprite[variantCount * variantStride];
for (var j = 0; j < variantCount; j++)
{
var shroud = map.SequenceProvider.GetSequence(info.Sequence, info.ShroudVariants[j]);
var fog = map.SequenceProvider.GetSequence(info.Sequence, info.FogVariants[j]);
for (var i = 0; i < info.Index.Length; i++)
{
shroudSprites[j * variantStride + i] = shroud.GetSprite(i);
fogSprites[j * variantStride + i] = fog.GetSprite(i);
}
if (info.OverrideFullShroud != null)
{
var i = (j + 1) * variantStride - 1;
shroudSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullShroud).GetSprite(0);
fogSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullFog).GetSprite(0);
}
}
// Mapping of shrouded directions -> sprite index
spriteMap = new int[info.UseExtendedIndex ? 256 : 16];
for (var i = 0; i < info.Index.Length; i++)
spriteMap[info.Index[i]] = i;
if (info.OverrideFullShroud != null)
spriteMap[info.OverrideShroudIndex] = variantStride - 1;
}
static int FoggedEdges(Shroud s, CPos p, bool useExtendedIndex)
{
if (!s.IsVisible(p))
return useExtendedIndex ? 240 : 15;
// If a side is shrouded then we also count the corners
var u = 0;
if (!s.IsVisible(p + new CVec(0, -1))) u |= 0x13;
if (!s.IsVisible(p + new CVec(1, 0))) u |= 0x26;
if (!s.IsVisible(p + new CVec(0, 1))) u |= 0x4C;
if (!s.IsVisible(p + new CVec(-1, 0))) u |= 0x89;
var uside = u & 0x0F;
if (!s.IsVisible(p + new CVec(-1, -1))) u |= 0x01;
if (!s.IsVisible(p + new CVec(1, -1))) u |= 0x02;
if (!s.IsVisible(p + new CVec(1, 1))) u |= 0x04;
if (!s.IsVisible(p + new CVec(-1, 1))) u |= 0x08;
// RA provides a set of frames for tiles with shrouded
// corners but unshrouded edges. We want to detect this
// situation without breaking the edge -> corner enabling
// in other combinations. The XOR turns off the corner
// bits that are enabled twice, which gives the behavior
// we want here.
return useExtendedIndex ? u ^ uside : u & 0x0F;
}
static int ShroudedEdges(Shroud s, CPos p, bool useExtendedIndex)
{
if (!s.IsExplored(p))
return useExtendedIndex ? 240 : 15;
// If a side is shrouded then we also count the corners
var u = 0;
if (!s.IsExplored(p + new CVec(0, -1))) u |= 0x13;
if (!s.IsExplored(p + new CVec(1, 0))) u |= 0x26;
if (!s.IsExplored(p + new CVec(0, 1))) u |= 0x4C;
if (!s.IsExplored(p + new CVec(-1, 0))) u |= 0x89;
var uside = u & 0x0F;
if (!s.IsExplored(p + new CVec(-1, -1))) u |= 0x01;
if (!s.IsExplored(p + new CVec(1, -1))) u |= 0x02;
if (!s.IsExplored(p + new CVec(1, 1))) u |= 0x04;
if (!s.IsExplored(p + new CVec(-1, 1))) u |= 0x08;
// RA provides a set of frames for tiles with shrouded
// corners but unshrouded edges. We want to detect this
// situation without breaking the edge -> corner enabling
// in other combinations. The XOR turns off the corner
// bits that are enabled twice, which gives the behavior
// we want here.
return useExtendedIndex ? u ^ uside : u & 0x0F;
}
static int ObserverShroudedEdges(CPos p, Rectangle bounds, bool useExtendedIndex)
{
var u = 0;
if (p.Y == bounds.Top) u |= 0x13;
if (p.X == bounds.Right - 1) u |= 0x26;
if (p.Y == bounds.Bottom - 1) u |= 0x4C;
if (p.X == bounds.Left) u |= 0x89;
var uside = u & 0x0F;
if (p.X == bounds.Left && p.Y == bounds.Top) u |= 0x01;
if (p.X == bounds.Right - 1 && p.Y == bounds.Top) u |= 0x02;
if (p.X == bounds.Right - 1 && p.Y == bounds.Bottom - 1) u |= 0x04;
if (p.X == bounds.Left && p.Y == bounds.Bottom - 1) u |= 0x08;
return useExtendedIndex ? u ^ uside : u & 0x0F;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
// Initialize tile cache
foreach (var cell in map.Cells)
{
var screen = wr.ScreenPosition(w.Map.CenterOfCell(cell));
var variant = Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tiles[cell] = new ShroudTile(cell, screen, variant);
}
fogPalette = wr.Palette(info.FogPalette);
shroudPalette = wr.Palette(info.ShroudPalette);
}
Sprite GetTile(int flags, int variant)
{
if (flags == 0)
return null;
return shroudSprites[variant * variantStride + spriteMap[flags]];
}
void Update(Shroud shroud)
{
var hash = shroud != null ? shroud.Hash : 0;
if (shroudHash == hash)
return;
shroudHash = hash;
if (shroud == null)
{
// Players with no shroud see the whole map so we only need to set the edges
foreach (var cell in map.Cells)
{
var t = tiles[cell];
var shrouded = ObserverShroudedEdges(t.Position, map.Bounds, info.UseExtendedIndex);
t.Shroud = shrouded != 0 ? shroudSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
t.Fog = shrouded != 0 ? fogSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
}
}
else
{
foreach (var cell in map.Cells)
{
var t = tiles[cell];
var shrouded = ShroudedEdges(shroud, t.Position, info.UseExtendedIndex);
var fogged = FoggedEdges(shroud, t.Position, info.UseExtendedIndex);
t.Shroud = shrouded != 0 ? shroudSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
t.Fog = fogged != 0 ? fogSprites[t.Variant * variantStride + spriteMap[fogged]] : null;
}
}
}
public void RenderShroud(WorldRenderer wr, Shroud shroud)
{
Update(shroud);
foreach (var cell in wr.Viewport.VisibleCells)
{
var t = tiles[cell];
if (t.Shroud != null)
{
var pos = t.ScreenPosition - 0.5f * t.Shroud.size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Shroud, pos, shroudPalette);
}
if (t.Fog != null)
{
var pos = t.ScreenPosition - 0.5f * t.Fog.size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Fog, pos, fogPalette);
}
}
}
}
}