289 lines
11 KiB
C#
289 lines
11 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;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Primitives;
|
|
|
|
namespace OpenRA.Mods.Common.Graphics
|
|
{
|
|
public struct ModelRenderable : IPalettedRenderable, IModifyableRenderable
|
|
{
|
|
readonly IEnumerable<ModelAnimation> models;
|
|
readonly WPos pos;
|
|
readonly int zOffset;
|
|
readonly WRot camera;
|
|
readonly WRot lightSource;
|
|
readonly float[] lightAmbientColor;
|
|
readonly float[] lightDiffuseColor;
|
|
readonly PaletteReference palette;
|
|
readonly PaletteReference normalsPalette;
|
|
readonly PaletteReference shadowPalette;
|
|
readonly float scale;
|
|
readonly float alpha;
|
|
readonly float3 tint;
|
|
readonly TintModifiers tintModifiers;
|
|
|
|
public ModelRenderable(
|
|
IEnumerable<ModelAnimation> models, WPos pos, int zOffset, in WRot camera, float scale,
|
|
in WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
|
|
PaletteReference color, PaletteReference normals, PaletteReference shadow)
|
|
: this(models, pos, zOffset, camera, scale,
|
|
lightSource, lightAmbientColor, lightDiffuseColor,
|
|
color, normals, shadow, 1f,
|
|
float3.Ones, TintModifiers.None) { }
|
|
|
|
public ModelRenderable(
|
|
IEnumerable<ModelAnimation> models, WPos pos, int zOffset, in WRot camera, float scale,
|
|
in WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
|
|
PaletteReference color, PaletteReference normals, PaletteReference shadow,
|
|
float alpha, in float3 tint, TintModifiers tintModifiers)
|
|
{
|
|
this.models = models;
|
|
this.pos = pos;
|
|
this.zOffset = zOffset;
|
|
this.scale = scale;
|
|
this.camera = camera;
|
|
this.lightSource = lightSource;
|
|
this.lightAmbientColor = lightAmbientColor;
|
|
this.lightDiffuseColor = lightDiffuseColor;
|
|
palette = color;
|
|
normalsPalette = normals;
|
|
shadowPalette = shadow;
|
|
this.alpha = alpha;
|
|
this.tint = tint;
|
|
this.tintModifiers = tintModifiers;
|
|
}
|
|
|
|
public WPos Pos { get { return pos; } }
|
|
public PaletteReference Palette { get { return palette; } }
|
|
public int ZOffset { get { return zOffset; } }
|
|
public bool IsDecoration { get { return false; } }
|
|
|
|
public float Alpha { get { return alpha; } }
|
|
public float3 Tint { get { return tint; } }
|
|
public TintModifiers TintModifiers { get { return tintModifiers; } }
|
|
|
|
public IPalettedRenderable WithPalette(PaletteReference newPalette)
|
|
{
|
|
return new ModelRenderable(
|
|
models, pos, zOffset, camera, scale,
|
|
lightSource, lightAmbientColor, lightDiffuseColor,
|
|
newPalette, normalsPalette, shadowPalette, alpha, tint, tintModifiers);
|
|
}
|
|
|
|
public IRenderable WithZOffset(int newOffset)
|
|
{
|
|
return new ModelRenderable(
|
|
models, pos, newOffset, camera, scale,
|
|
lightSource, lightAmbientColor, lightDiffuseColor,
|
|
palette, normalsPalette, shadowPalette, alpha, tint, tintModifiers);
|
|
}
|
|
|
|
public IRenderable OffsetBy(WVec vec)
|
|
{
|
|
return new ModelRenderable(
|
|
models, pos + vec, zOffset, camera, scale,
|
|
lightSource, lightAmbientColor, lightDiffuseColor,
|
|
palette, normalsPalette, shadowPalette, alpha, tint, tintModifiers);
|
|
}
|
|
|
|
public IRenderable AsDecoration() { return this; }
|
|
|
|
public IModifyableRenderable WithAlpha(float newAlpha)
|
|
{
|
|
return new ModelRenderable(
|
|
models, pos, zOffset, camera, scale,
|
|
lightSource, lightAmbientColor, lightDiffuseColor,
|
|
palette, normalsPalette, shadowPalette, newAlpha, tint, tintModifiers);
|
|
}
|
|
|
|
public IModifyableRenderable WithTint(in float3 newTint, TintModifiers newTintModifiers)
|
|
{
|
|
return new ModelRenderable(
|
|
models, pos, zOffset, camera, scale,
|
|
lightSource, lightAmbientColor, lightDiffuseColor,
|
|
palette, normalsPalette, shadowPalette, alpha, newTint, newTintModifiers);
|
|
}
|
|
|
|
// This will need generalizing once we support TS/RA2 terrain
|
|
static readonly float[] GroundNormal = new float[] { 0, 0, 1, 1 };
|
|
public IFinalizedRenderable PrepareRender(WorldRenderer wr)
|
|
{
|
|
return new FinalizedModelRenderable(wr, this);
|
|
}
|
|
|
|
struct FinalizedModelRenderable : IFinalizedRenderable
|
|
{
|
|
readonly ModelRenderable model;
|
|
readonly ModelRenderProxy renderProxy;
|
|
|
|
public FinalizedModelRenderable(WorldRenderer wr, ModelRenderable model)
|
|
{
|
|
this.model = model;
|
|
var draw = model.models.Where(v => v.IsVisible);
|
|
|
|
renderProxy = Game.Renderer.WorldModelRenderer.RenderAsync(
|
|
wr, draw, model.camera, model.scale, GroundNormal, model.lightSource,
|
|
model.lightAmbientColor, model.lightDiffuseColor,
|
|
model.palette, model.normalsPalette, model.shadowPalette);
|
|
}
|
|
|
|
public void Render(WorldRenderer wr)
|
|
{
|
|
var groundPos = model.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(model.pos).Length);
|
|
var tileScale = wr.World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448f : 1024f;
|
|
|
|
var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - model.pos.Z) / tileScale;
|
|
var pxOrigin = wr.Screen3DPosition(model.pos);
|
|
|
|
// HACK: We don't have enough texture channels to pass the depth data to the shader
|
|
// so for now just offset everything forward so that the back corner is rendered at pos.
|
|
pxOrigin -= new float3(0, 0, Screen3DBounds(wr).Z.X);
|
|
|
|
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
|
|
|
|
var psb = renderProxy.ProjectedShadowBounds;
|
|
var sa = shadowOrigin + psb[0];
|
|
var sb = shadowOrigin + psb[2];
|
|
var sc = shadowOrigin + psb[1];
|
|
var sd = shadowOrigin + psb[3];
|
|
|
|
var wrsr = Game.Renderer.WorldRgbaSpriteRenderer;
|
|
var t = model.tint;
|
|
if (wr.TerrainLighting != null && (model.tintModifiers & TintModifiers.IgnoreWorldTint) == 0)
|
|
t *= wr.TerrainLighting.TintAt(model.pos);
|
|
|
|
// Shader interprets negative alpha as a flag to use the tint colour directly instead of multiplying the sprite colour
|
|
var a = model.alpha;
|
|
if ((model.tintModifiers & TintModifiers.ReplaceColor) != 0)
|
|
a *= -1;
|
|
|
|
wrsr.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd, t, a);
|
|
wrsr.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size, renderProxy.Sprite.Size, t, a);
|
|
}
|
|
|
|
public void RenderDebugGeometry(WorldRenderer wr)
|
|
{
|
|
var groundPos = model.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(model.pos).Length);
|
|
var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - model.pos.Z) / 1024f;
|
|
var pxOrigin = wr.Screen3DPosition(model.pos);
|
|
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
|
|
|
|
// Draw sprite rect
|
|
var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
|
|
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + renderProxy.Sprite.Size).XY, 1, Color.Red);
|
|
|
|
// Draw transformed shadow sprite rect
|
|
var c = Color.Purple;
|
|
var psb = renderProxy.ProjectedShadowBounds;
|
|
|
|
Game.Renderer.RgbaColorRenderer.DrawPolygon(new float2[]
|
|
{
|
|
wr.Viewport.WorldToViewPx(shadowOrigin + psb[1]),
|
|
wr.Viewport.WorldToViewPx(shadowOrigin + psb[3]),
|
|
wr.Viewport.WorldToViewPx(shadowOrigin + psb[0]),
|
|
wr.Viewport.WorldToViewPx(shadowOrigin + psb[2])
|
|
}, 1, c);
|
|
|
|
// Draw bounding box
|
|
var draw = model.models.Where(v => v.IsVisible);
|
|
var scaleTransform = OpenRA.Graphics.Util.ScaleMatrix(model.scale, model.scale, model.scale);
|
|
var cameraTransform = OpenRA.Graphics.Util.MakeFloatMatrix(model.camera.AsMatrix());
|
|
|
|
foreach (var v in draw)
|
|
{
|
|
var bounds = v.Model.Bounds(v.FrameFunc());
|
|
var rotation = OpenRA.Graphics.Util.MakeFloatMatrix(v.RotationFunc().AsMatrix());
|
|
var worldTransform = OpenRA.Graphics.Util.MatrixMultiply(scaleTransform, rotation);
|
|
|
|
var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
|
|
var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
|
|
DrawBoundsBox(wr, pxPos, screenTransform, bounds, 1, Color.Yellow);
|
|
}
|
|
}
|
|
|
|
static readonly uint[] CornerXIndex = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
|
|
static readonly uint[] CornerYIndex = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
|
|
static readonly uint[] CornerZIndex = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
|
|
static void DrawBoundsBox(WorldRenderer wr, in float3 pxPos, float[] transform, float[] bounds, float width, Color c)
|
|
{
|
|
var cr = Game.Renderer.RgbaColorRenderer;
|
|
var corners = new float2[8];
|
|
for (var i = 0; i < 8; i++)
|
|
{
|
|
var vec = new[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
|
|
var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(transform, vec);
|
|
corners[i] = wr.Viewport.WorldToViewPx(pxPos + new float3(screen[0], screen[1], screen[2]));
|
|
}
|
|
|
|
// Front face
|
|
cr.DrawPolygon(new[] { corners[0], corners[1], corners[3], corners[2] }, width, c);
|
|
|
|
// Back face
|
|
cr.DrawPolygon(new[] { corners[4], corners[5], corners[7], corners[6] }, width, c);
|
|
|
|
// Horizontal edges
|
|
cr.DrawLine(corners[0], corners[4], width, c);
|
|
cr.DrawLine(corners[1], corners[5], width, c);
|
|
cr.DrawLine(corners[2], corners[6], width, c);
|
|
cr.DrawLine(corners[3], corners[7], width, c);
|
|
}
|
|
|
|
public Rectangle ScreenBounds(WorldRenderer wr)
|
|
{
|
|
return Screen3DBounds(wr).Bounds;
|
|
}
|
|
|
|
(Rectangle Bounds, float2 Z) Screen3DBounds(WorldRenderer wr)
|
|
{
|
|
var pxOrigin = wr.ScreenPosition(model.pos);
|
|
var draw = model.models.Where(v => v.IsVisible);
|
|
var scaleTransform = OpenRA.Graphics.Util.ScaleMatrix(model.scale, model.scale, model.scale);
|
|
var cameraTransform = OpenRA.Graphics.Util.MakeFloatMatrix(model.camera.AsMatrix());
|
|
|
|
var minX = float.MaxValue;
|
|
var minY = float.MaxValue;
|
|
var minZ = float.MaxValue;
|
|
var maxX = float.MinValue;
|
|
var maxY = float.MinValue;
|
|
var maxZ = float.MinValue;
|
|
|
|
foreach (var v in draw)
|
|
{
|
|
var bounds = v.Model.Bounds(v.FrameFunc());
|
|
var rotation = OpenRA.Graphics.Util.MakeFloatMatrix(v.RotationFunc().AsMatrix());
|
|
var worldTransform = OpenRA.Graphics.Util.MatrixMultiply(scaleTransform, rotation);
|
|
|
|
var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
|
|
var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
|
|
|
|
for (var i = 0; i < 8; i++)
|
|
{
|
|
var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
|
|
var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(screenTransform, vec);
|
|
minX = Math.Min(minX, pxPos.X + screen[0]);
|
|
minY = Math.Min(minY, pxPos.Y + screen[1]);
|
|
minZ = Math.Min(minZ, pxPos.Z + screen[2]);
|
|
maxX = Math.Max(maxX, pxPos.X + screen[0]);
|
|
maxY = Math.Max(maxY, pxPos.Y + screen[1]);
|
|
maxZ = Math.Max(minZ, pxPos.Z + screen[2]);
|
|
}
|
|
}
|
|
|
|
return (Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
|
|
}
|
|
}
|
|
}
|
|
}
|