Files
OpenRA/OpenRA.Mods.Common/Traits/World/ResourceRenderer.cs
2021-01-23 20:59:53 +01:00

220 lines
6.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Visualizes the state of the `ResourceLayer`.", " Attach this to the world actor.")]
public class ResourceRendererInfo : TraitInfo, Requires<IResourceLayerInfo>
{
[FieldLoader.Require]
[Desc("Only render these ResourceType names.")]
public readonly string[] RenderTypes = null;
public override object Create(ActorInitializer init) { return new ResourceRenderer(init.Self, this); }
}
public class ResourceRenderer : IWorldLoaded, IRenderOverlay, ITickRender, INotifyActorDisposing
{
protected readonly IResourceLayer ResourceLayer;
protected readonly CellLayer<RendererCellContents> RenderContent;
protected readonly ResourceRendererInfo Info;
readonly HashSet<CPos> dirty = new HashSet<CPos>();
readonly Queue<CPos> cleanDirty = new Queue<CPos>();
TerrainSpriteLayer shadowLayer;
TerrainSpriteLayer spriteLayer;
public ResourceRenderer(Actor self, ResourceRendererInfo info)
{
Info = info;
ResourceLayer = self.Trait<IResourceLayer>();
ResourceLayer.CellChanged += AddDirtyCell;
RenderContent = new CellLayer<RendererCellContents>(self.World.Map);
}
void AddDirtyCell(CPos cell, ResourceType resType)
{
if (resType == null || Info.RenderTypes.Contains(resType.Info.Type))
dirty.Add(cell);
}
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
{
var resources = w.WorldActor.TraitsImplementing<ResourceType>()
.ToDictionary(r => r.Info.ResourceType, r => r);
foreach (var r in resources)
{
if (spriteLayer == null)
{
var first = r.Value.Variants.First().Value.GetSprite(0);
var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
spriteLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
}
if (shadowLayer == null)
{
var firstWithShadow = r.Value.Variants.Values.FirstOrDefault(v => v.ShadowStart > 0);
if (firstWithShadow != null)
{
var first = firstWithShadow.GetShadow(0, WAngle.Zero);
var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
shadowLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
}
}
// All resources must share a sheet and blend mode
var sprites = r.Value.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different ResourceRenderer traits for resource types that use different blend modes.");
}
// Initialize the RenderContent with the initial map state
// because the shroud may not be enabled.
foreach (var cell in w.Map.AllCells)
{
var type = ResourceLayer.GetResource(cell).Type;
if (type != null && Info.RenderTypes.Contains(type.Info.Type))
{
var resourceContent = ResourceLayer.GetResource(cell);
var rendererCellContents = new RendererCellContents(ChooseRandomVariant(resourceContent.Type), resourceContent.Type, resourceContent.Density);
RenderContent[cell] = rendererCellContents;
UpdateRenderedSprite(cell, rendererCellContents);
}
}
}
protected void UpdateSpriteLayers(CPos cell, ISpriteSequence sequence, int frame, PaletteReference palette)
{
// resource.Type is meaningless (and may be null) if resource.Sequence is null
if (sequence != null)
{
shadowLayer?.Update(cell, sequence.GetShadow(frame, WAngle.Zero), palette, sequence.IgnoreWorldTint);
spriteLayer.Update(cell, sequence, palette, frame);
}
else
{
shadowLayer?.Clear(cell);
spriteLayer.Clear(cell);
}
}
void IRenderOverlay.Render(WorldRenderer wr)
{
shadowLayer?.Draw(wr.Viewport);
spriteLayer.Draw(wr.Viewport);
}
void ITickRender.TickRender(WorldRenderer wr, Actor self)
{
foreach (var cell in dirty)
{
if (!ResourceLayer.IsVisible(cell))
continue;
var resourceContent = ResourceLayer.GetResource(cell);
if (resourceContent.Density > 0)
{
var cellContents = RenderContent[cell];
var variant = cellContents.Variant;
if (cellContents.Variant == null || cellContents.Type != resourceContent.Type)
variant = ChooseRandomVariant(resourceContent.Type);
var rendererCellContents = new RendererCellContents(variant, resourceContent.Type, resourceContent.Density);
RenderContent[cell] = rendererCellContents;
UpdateRenderedSprite(cell, rendererCellContents);
}
else
{
var rendererCellContents = RendererCellContents.Empty;
RenderContent[cell] = rendererCellContents;
UpdateRenderedSprite(cell, rendererCellContents);
}
cleanDirty.Enqueue(cell);
}
while (cleanDirty.Count > 0)
dirty.Remove(cleanDirty.Dequeue());
}
protected virtual void UpdateRenderedSprite(CPos cell, RendererCellContents content)
{
var density = content.Density;
var type = content.Type;
if (content.Density > 0)
{
// The call chain for this method (that starts with AddDirtyCell()) guarantees
// that the new content type would still be suitable for this renderer,
// but that is a bit too fragile to rely on in case the code starts changing.
if (!Info.RenderTypes.Contains(type.Info.Type))
return;
var sprites = type.Variants[content.Variant];
var maxDensity = type.Info.MaxDensity;
var frame = int2.Lerp(0, sprites.Length - 1, density, maxDensity);
UpdateSpriteLayers(cell, sprites, frame, type.Palette);
}
else
UpdateSpriteLayers(cell, null, 0, null);
}
bool disposed;
void INotifyActorDisposing.Disposing(Actor self)
{
if (disposed)
return;
shadowLayer?.Dispose();
spriteLayer.Dispose();
ResourceLayer.CellChanged -= AddDirtyCell;
disposed = true;
}
protected virtual string ChooseRandomVariant(ResourceType t)
{
return t.Variants.Keys.Random(Game.CosmeticRandom);
}
public ResourceType GetRenderedResourceType(CPos cell) { return RenderContent[cell].Type; }
public struct RendererCellContents
{
public readonly string Variant;
public readonly ResourceType Type;
public readonly int Density;
public static readonly RendererCellContents Empty = default(RendererCellContents);
public RendererCellContents(string variant, ResourceType type, int density)
{
Variant = variant;
Type = type;
Density = density;
}
}
}
}