182 lines
5.6 KiB
C#
182 lines
5.6 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 WorldRenderer
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{
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public readonly World world;
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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 WorldRenderer(World world)
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{
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this.world = world;
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this.palette = Game.modData.Palette;
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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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terrainRenderer = new TerrainRenderer(world, this);
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shroudRenderer = new ShroudRenderer(world);
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}
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public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
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public Palette GetPalette(string name) { return palette.GetPalette(name); }
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public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); }
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class SpriteComparer : IComparer<Renderable>
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{
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public int Compare(Renderable x, Renderable y)
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{
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return (x.Z + x.ZOffset).CompareTo(y.Z + y.ZOffset);
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}
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}
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IEnumerable<Renderable> SpritesToRender()
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{
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var bounds = Game.viewport.WorldBounds(world);
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var comparer = new SpriteComparer();
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var actors = world.FindUnits(
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new int2(Game.CellSize*bounds.Left, Game.CellSize*bounds.Top),
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new int2(Game.CellSize*bounds.Right, Game.CellSize*bounds.Bottom));
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var renderables = actors.SelectMany(a => a.Render())
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.OrderBy(r => r, comparer);
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var effects = world.Effects.SelectMany(e => e.Render());
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return renderables.Concat(effects);
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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 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(a.Actor))
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r.Sprite.DrawAt(r.Pos, this.GetPaletteIndex(r.Palette), r.Scale);
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
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t.RenderBeforeWorld(this, a);
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Game.Renderer.Flush();
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderBeforeWorld(this, world);
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foreach (var image in SpritesToRender())
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image.Sprite.DrawAt(image.Pos, this.GetPaletteIndex(image.Palette), image.Scale);
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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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shroudRenderer.Draw( 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, int2[] 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 int2(-1, 0)))
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wlr.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)),
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c, c);
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if (!dict.ContainsKey(t + new int2(1, 0)))
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wlr.DrawLine(Game.CellSize * (t + new int2(1, 0)), Game.CellSize * (t + new int2(1, 1)),
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c, c);
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if (!dict.ContainsKey(t + new int2(0, -1)))
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wlr.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1, 0)),
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c, c);
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if (!dict.ContainsKey(t + new int2(0, 1)))
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wlr.DrawLine(Game.CellSize * (t + new int2(0, 1)), Game.CellSize * (t + new int2(1, 1)),
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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 RefreshPalette()
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{
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palette.Update( world.WorldActor.TraitsImplementing<IPaletteModifier>() );
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}
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}
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}
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