166 lines
5.3 KiB
C#
166 lines
5.3 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.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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const int MaxSmoothLength = 4;
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public int Length => trail.Length;
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readonly Actor owner;
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readonly World world;
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readonly Color startColor;
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readonly bool usePlayerStartColor;
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readonly Color endColor;
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readonly bool usePlayerEndColor;
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// Store trail positions in a circular buffer
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readonly WPos[] trail;
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readonly WDist startWidth;
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readonly WDist endWidth;
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int next;
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int length;
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readonly int skip;
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public ContrailRenderable(
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World world, Actor owner, Color startcolor, bool usePlayerStartColor, Color endcolor, bool usePlayerEndColor,
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WDist startWidth, WDist endWidth, int length, int skip, int zOffset)
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: this(world, owner, new WPos[length], startWidth, endWidth, 0, 0, skip,
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startcolor, usePlayerStartColor, endcolor, usePlayerEndColor, zOffset)
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{ }
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ContrailRenderable(World world, Actor owner, WPos[] trail, WDist startWidth, WDist endWidth,
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int next, int length, int skip, Color startColor, bool usePlayerStartColor, Color endColor, bool usePlayerEndColor, int zOffset)
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{
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this.world = world;
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this.owner = owner;
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this.trail = trail;
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this.startWidth = startWidth;
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this.endWidth = endWidth;
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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.startColor = startColor;
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this.usePlayerStartColor = usePlayerStartColor;
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this.usePlayerEndColor = usePlayerEndColor;
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this.endColor = endColor;
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ZOffset = zOffset;
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}
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public WPos Pos => trail[Index(next - 1)];
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public int ZOffset { get; }
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public bool IsDecoration => true;
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public IRenderable WithZOffset(int newOffset) =>
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new ContrailRenderable(
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world, owner, (WPos[])trail.Clone(), startWidth, endWidth, next,
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length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, 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(
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world, owner, trail.Select(pos => pos + offset).ToArray(), startWidth, endWidth, next,
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length, skip, startColor, usePlayerStartColor, endColor, usePlayerEndColor, 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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// Note: The length of contrail is now actually the number of the points to draw the contrail
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// and we require at least two points to draw a tail.
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var renderLength = length - skip;
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if (renderLength <= 1)
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return;
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var screenWidth = wr.ScreenVector(new WVec(1, 0, 0))[0];
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var startColor = this.startColor;
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if (usePlayerStartColor)
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startColor = Color.FromArgb(this.startColor.A, owner.OwnerColor());
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var endColor = this.endColor;
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if (usePlayerEndColor)
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endColor = Color.FromArgb(this.endColor.A, owner.OwnerColor());
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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 = startColor;
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for (var i = 1; i < renderLength; i++)
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{
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var j = next - skip - 1 - i;
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var nextColor = Exts.ColorLerp(i / (renderLength - 1f), startColor, endColor);
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var nextX = 0L;
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var nextY = 0L;
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var nextZ = 0L;
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var k = 0;
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for (; k < renderLength - i && k < MaxSmoothLength; k++)
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{
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var prepos = trail[Index(j - k)];
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nextX += prepos.X;
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nextY += prepos.Y;
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nextZ += prepos.Z;
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}
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var nextPos = new WPos((int)(nextX / k), (int)(nextY / k), (int)(nextZ / k));
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// When renderLength = 2 we are rendering only one segment, so it needs to be handled differently to avoid
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// division by 0. For width we choose startWidth instead of the average as this makes the transition between
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// rendering 1 and multiple segments smoother. Above checks make sure that renderLength can never be lower than 2.
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float width;
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if (renderLength == 2)
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width = startWidth.Length;
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else
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{
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var lerp = (i - 1f) / (renderLength - 2);
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width = startWidth.Length * (1 - lerp) + endWidth.Length * lerp;
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}
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if (width > 0 && !world.FogObscures(curPos) && !world.FogObscures(nextPos))
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wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth * width, 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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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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}
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}
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