133 lines
4.8 KiB
C#
133 lines
4.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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;
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using System.Collections.Generic;
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using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public class SpriteRenderable : IPalettedRenderable, IModifyableRenderable, IFinalizedRenderable
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{
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public static readonly IEnumerable<IRenderable> None = Array.Empty<IRenderable>();
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readonly Sprite sprite;
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readonly WPos pos;
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readonly float scale;
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readonly WAngle rotation = WAngle.Zero;
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha,
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float3 tint, TintModifiers tintModifiers, bool isDecoration, WAngle rotation)
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{
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this.sprite = sprite;
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this.pos = pos;
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Offset = offset;
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ZOffset = zOffset;
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Palette = palette;
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this.scale = scale;
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this.rotation = rotation;
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Tint = tint;
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IsDecoration = isDecoration;
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TintModifiers = tintModifiers;
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Alpha = alpha;
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the fact that palettes are defined on traits rather than sequences
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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Palette = null;
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}
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha,
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float3 tint, TintModifiers tintModifiers, bool isDecoration)
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: this(sprite, pos, offset, zOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, WAngle.Zero) { }
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public WPos Pos => pos + Offset;
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public WVec Offset { get; }
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public PaletteReference Palette { get; }
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public int ZOffset { get; }
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public bool IsDecoration { get; }
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public float Alpha { get; }
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public float3 Tint { get; }
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public TintModifiers TintModifiers { get; }
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public IPalettedRenderable WithPalette(PaletteReference newPalette)
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{
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, newPalette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IRenderable WithZOffset(int newOffset)
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{
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return new SpriteRenderable(sprite, pos, Offset, newOffset, Palette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IRenderable OffsetBy(in WVec vec)
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{
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return new SpriteRenderable(sprite, pos + vec, Offset, ZOffset, Palette, scale, Alpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IRenderable AsDecoration()
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{
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, Alpha, Tint, TintModifiers, true, rotation);
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}
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public IModifyableRenderable WithAlpha(float newAlpha)
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{
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, newAlpha, Tint, TintModifiers, IsDecoration, rotation);
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}
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public IModifyableRenderable WithTint(in float3 newTint, TintModifiers newTintModifiers)
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{
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return new SpriteRenderable(sprite, pos, Offset, ZOffset, Palette, scale, Alpha, newTint, newTintModifiers, IsDecoration, rotation);
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}
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float3 ScreenPosition(WorldRenderer wr)
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{
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var s = 0.5f * scale * sprite.Size;
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return wr.Screen3DPxPosition(pos) + wr.ScreenPxOffset(Offset) - new float3((int)s.X, (int)s.Y, s.Z);
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}
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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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var wsr = Game.Renderer.WorldSpriteRenderer;
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var t = Alpha * Tint;
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if (wr.TerrainLighting != null && (TintModifiers & TintModifiers.IgnoreWorldTint) == 0)
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t *= wr.TerrainLighting.TintAt(pos);
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// Shader interprets negative alpha as a flag to use the tint colour directly instead of multiplying the sprite colour
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var a = Alpha;
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if ((TintModifiers & TintModifiers.ReplaceColor) != 0)
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a *= -1;
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wsr.DrawSprite(sprite, Palette, ScreenPosition(wr), scale, t, a, rotation.RendererRadians());
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var pos = ScreenPosition(wr) + sprite.Offset;
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var tl = wr.Viewport.WorldToViewPx(pos);
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var br = wr.Viewport.WorldToViewPx(pos + sprite.Size);
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if (rotation == WAngle.Zero)
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Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.Red);
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else
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Game.Renderer.RgbaColorRenderer.DrawPolygon(Util.RotateQuad(tl, br - tl, rotation.RendererRadians()), 1, Color.Red);
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}
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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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var screenOffset = ScreenPosition(wr) + sprite.Offset;
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return Util.BoundingRectangle(screenOffset, sprite.Size, rotation.RendererRadians());
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}
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}
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}
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