121 lines
3.5 KiB
C#
121 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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public class ContrailRenderable : IRenderable, IFinalizedRenderable
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{
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public int Length => trail.Length;
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readonly World world;
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readonly Color color;
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readonly int zOffset;
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// Store trail positions in a circular buffer
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readonly WPos[] trail;
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readonly WDist width;
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int next;
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int length;
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int skip;
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public ContrailRenderable(World world, Color color, WDist width, int length, int skip, int zOffset)
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: this(world, new WPos[length], width, 0, 0, skip, color, zOffset) { }
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ContrailRenderable(World world, WPos[] trail, WDist width, int next, int length, int skip, Color color, int zOffset)
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{
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this.world = world;
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this.trail = trail;
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this.width = width;
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this.next = next;
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this.length = length;
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this.skip = skip;
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this.color = color;
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this.zOffset = zOffset;
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}
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public WPos Pos => trail[Index(next - 1)];
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public int ZOffset => zOffset;
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public bool IsDecoration => true;
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public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), width, next, length, skip, color, newOffset); }
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public IRenderable OffsetBy(in WVec vec)
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{
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// Lambdas can't use 'in' variables, so capture a copy for later
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var offset = vec;
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return new ContrailRenderable(world, trail.Select(pos => pos + offset).ToArray(), width, next, length, skip, color, zOffset);
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}
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public IRenderable AsDecoration() { return this; }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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// Need at least 4 points to smooth the contrail over
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if (length - skip < 4)
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return;
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var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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// Start of the first line segment is the tail of the list - don't smooth it.
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var curPos = trail[Index(next - skip - 1)];
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var curColor = color;
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for (var i = 0; i < length - skip - 4; i++)
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{
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var j = next - skip - i - 2;
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var nextPos = Average(trail[Index(j)], trail[Index(j - 1)], trail[Index(j - 2)], trail[Index(j - 3)]);
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var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent);
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if (!world.FogObscures(curPos) && !world.FogObscures(nextPos))
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wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth, curColor, nextColor);
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curPos = nextPos;
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curColor = nextColor;
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}
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}
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
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// Array index modulo length
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int Index(int i)
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{
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var j = i % trail.Length;
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return j < 0 ? j + trail.Length : j;
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}
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static WPos Average(params WPos[] list)
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{
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return list.Average();
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}
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public void Update(WPos pos)
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{
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trail[next] = pos;
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next = Index(next + 1);
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if (length < trail.Length)
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length++;
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}
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public static Color ChooseColor(Actor self)
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{
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var ownerColor = Color.FromArgb(255, self.Owner.Color);
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return Exts.ColorLerp(0.5f, ownerColor, Color.White);
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}
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}
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}
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