Files
OpenRA/OpenRA.Mods.Common/Graphics/ContrailRenderable.cs
2024-07-29 21:56:36 +02:00

166 lines
5.3 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Graphics
{
public class ContrailRenderable : IRenderable, IFinalizedRenderable
{
const int MaxSmoothLength = 4;
public int Length => trail.Length;
readonly Actor owner;
readonly World world;
readonly Color startColor;
readonly bool usePlayerStartColor;
readonly Color endColor;
readonly bool usePlayerEndColor;
// Store trail positions in a circular buffer
readonly WPos[] trail;
readonly WDist startWidth;
readonly WDist endWidth;
int next;
int length;
readonly int skip;
public ContrailRenderable(
World world, Actor owner, Color startcolor, bool usePlayerStartColor, Color endcolor, bool usePlayerEndColor,
WDist startWidth, WDist endWidth, int length, int skip, int zOffset)
: this(world, owner, new WPos[length], startWidth, endWidth, 0, 0, skip,
startcolor, usePlayerStartColor, endcolor, usePlayerEndColor, zOffset)
{ }
ContrailRenderable(World world, Actor owner, WPos[] trail, WDist startWidth, WDist endWidth,
int next, int length, int skip, Color startColor, bool usePlayerStartColor, Color endColor, bool usePlayerEndColor, int zOffset)
{
this.world = world;
this.owner = owner;
this.trail = trail;
this.startWidth = startWidth;
this.endWidth = endWidth;
this.next = next;
this.length = length;
this.skip = skip;
this.startColor = startColor;
this.usePlayerStartColor = usePlayerStartColor;
this.usePlayerEndColor = usePlayerEndColor;
this.endColor = endColor;
ZOffset = zOffset;
}
public WPos Pos => trail[Index(next - 1)];
public int ZOffset { get; }
public bool IsDecoration => true;
public IRenderable WithZOffset(int newOffset) =>
new ContrailRenderable(
world, owner, (WPos[])trail.Clone(), startWidth, endWidth, next,
length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, newOffset);
public IRenderable OffsetBy(in WVec vec)
{
// Lambdas can't use 'in' variables, so capture a copy for later
var offset = vec;
return new ContrailRenderable(
world, owner, trail.Select(pos => pos + offset).ToArray(), startWidth, endWidth, next,
length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, ZOffset);
}
public IRenderable AsDecoration() { return this; }
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
// Note: The length of contrail is now actually the number of the points to draw the contrail
// and we require at least two points to draw a tail.
var renderLength = length - skip;
if (renderLength <= 1)
return;
var screenWidth = wr.ScreenVector(new WVec(1, 0, 0))[0];
var wcr = Game.Renderer.WorldRgbaColorRenderer;
var startColor = this.startColor;
if (usePlayerStartColor)
startColor = Color.FromArgb(this.startColor.A, owner.OwnerColor());
var endColor = this.endColor;
if (usePlayerEndColor)
endColor = Color.FromArgb(this.endColor.A, owner.OwnerColor());
// Start of the first line segment is the tail of the list - don't smooth it.
var curPos = trail[Index(next - skip - 1)];
var curColor = startColor;
for (var i = 1; i < renderLength; i++)
{
var j = next - skip - 1 - i;
var nextColor = Exts.ColorLerp(i / (renderLength - 1f), startColor, endColor);
var nextX = 0L;
var nextY = 0L;
var nextZ = 0L;
var k = 0;
for (; k < renderLength - i && k < MaxSmoothLength; k++)
{
var prepos = trail[Index(j - k)];
nextX += prepos.X;
nextY += prepos.Y;
nextZ += prepos.Z;
}
var nextPos = new WPos((int)(nextX / k), (int)(nextY / k), (int)(nextZ / k));
// When renderLength = 2 we are rendering only one segment, so it needs to be handled differently to avoid
// division by 0. For width we choose startWidth instead of the average as this makes the transition between
// rendering 1 and multiple segments smoother. Above checks make sure that renderLength can never be lower than 2.
float width;
if (renderLength == 2)
width = startWidth.Length;
else
{
var lerp = (i - 1f) / (renderLength - 2);
width = startWidth.Length * (1 - lerp) + endWidth.Length * lerp;
}
if (width > 0 && !world.FogObscures(curPos) && !world.FogObscures(nextPos))
wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth * width, curColor, nextColor);
curPos = nextPos;
curColor = nextColor;
}
}
public void RenderDebugGeometry(WorldRenderer wr) { }
public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; }
// Array index modulo length
int Index(int i)
{
var j = i % trail.Length;
return j < 0 ? j + trail.Length : j;
}
public void Update(WPos pos)
{
trail[next] = pos;
next = Index(next + 1);
if (length < trail.Length)
length++;
}
}
}