75 lines
2.5 KiB
C#
75 lines
2.5 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.Collections.Generic;
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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 ModelPreview : IActorPreview
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{
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readonly ModelAnimation[] components;
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readonly float scale;
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readonly float[] lightAmbientColor;
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readonly float[] lightDiffuseColor;
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readonly WRot lightSource;
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readonly WRot camera;
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readonly PaletteReference colorPalette;
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readonly PaletteReference normalsPalette;
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readonly PaletteReference shadowPalette;
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readonly WVec offset;
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readonly int zOffset;
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public ModelPreview(ModelAnimation[] components, in WVec offset, int zOffset, float scale, WAngle lightPitch, WAngle lightYaw,
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float[] lightAmbientColor, float[] lightDiffuseColor, WAngle cameraPitch,
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PaletteReference colorPalette, PaletteReference normalsPalette, PaletteReference shadowPalette)
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{
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this.components = components;
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this.scale = scale;
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this.lightAmbientColor = lightAmbientColor;
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this.lightDiffuseColor = lightDiffuseColor;
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lightSource = new WRot(WAngle.Zero, new WAngle(256) - lightPitch, lightYaw);
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camera = new WRot(WAngle.Zero, cameraPitch - new WAngle(256), new WAngle(256));
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this.colorPalette = colorPalette;
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this.normalsPalette = normalsPalette;
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this.shadowPalette = shadowPalette;
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this.offset = offset;
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this.zOffset = zOffset;
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}
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void IActorPreview.Tick() { /* not supported */ }
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IEnumerable<IRenderable> IActorPreview.RenderUI(WorldRenderer wr, int2 pos, float scale)
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{
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yield return new UIModelRenderable(components, WPos.Zero + offset, pos, zOffset, camera, scale * this.scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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colorPalette, normalsPalette, shadowPalette);
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}
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IEnumerable<IRenderable> IActorPreview.Render(WorldRenderer wr, WPos pos)
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{
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yield return new ModelRenderable(components, pos + offset, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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colorPalette, normalsPalette, shadowPalette);
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}
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IEnumerable<Rectangle> IActorPreview.ScreenBounds(WorldRenderer wr, WPos pos)
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{
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foreach (var c in components)
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yield return c.ScreenBounds(pos, wr, scale);
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}
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}
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}
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