Files
OpenRA/OpenRA.Mods.Common/Traits/World/ShroudRenderer.cs
2016-01-18 11:37:30 +01:00

314 lines
11 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class ShroudRendererInfo : ITraitInfo
{
public readonly string Sequence = "shroud";
[SequenceReference("Sequence")] public readonly string[] ShroudVariants = new[] { "shroud" };
[SequenceReference("Sequence")] public readonly string[] FogVariants = new[] { "fog" };
[PaletteReference] public readonly string ShroudPalette = "shroud";
[PaletteReference] public readonly string FogPalette = "fog";
[Desc("Bitfield of shroud directions for each frame. Lower four bits are",
"corners clockwise from TL; upper four are edges clockwise from top")]
public readonly int[] Index = new[] { 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 };
[Desc("Use the upper four bits when calculating frame")]
public readonly bool UseExtendedIndex = false;
[Desc("Override for source art that doesn't define a fully shrouded tile")]
[SequenceReference("Sequence")] public readonly string OverrideFullShroud = null;
public readonly int OverrideShroudIndex = 15;
[Desc("Override for source art that doesn't define a fully fogged tile")]
[SequenceReference("Sequence")] public readonly string OverrideFullFog = null;
public readonly int OverrideFogIndex = 15;
public readonly BlendMode ShroudBlend = BlendMode.Alpha;
public object Create(ActorInitializer init) { return new ShroudRenderer(init.World, this); }
}
public sealed class ShroudRenderer : IRenderShroud, IWorldLoaded, INotifyActorDisposing
{
[Flags]
enum Edges : byte
{
None = 0,
TopLeft = 0x01,
TopRight = 0x02,
BottomRight = 0x04,
BottomLeft = 0x08,
AllCorners = TopLeft | TopRight | BottomRight | BottomLeft,
TopSide = 0x10,
RightSide = 0x20,
BottomSide = 0x40,
LeftSide = 0x80,
AllSides = TopSide | RightSide | BottomSide | LeftSide,
Top = TopSide | TopLeft | TopRight,
Right = RightSide | TopRight | BottomRight,
Bottom = BottomSide | BottomRight | BottomLeft,
Left = LeftSide | TopLeft | BottomLeft,
All = Top | Right | Bottom | Left
}
struct TileInfo
{
public readonly float2 ScreenPosition;
public readonly byte Variant;
public TileInfo(float2 screenPosition, byte variant)
{
ScreenPosition = screenPosition;
Variant = variant;
}
}
readonly ShroudRendererInfo info;
readonly Map map;
readonly Edges notVisibleEdges;
readonly byte variantStride;
readonly byte[] edgesToSpriteIndexOffset;
readonly CellLayer<TileInfo> tileInfos;
readonly Sprite[] fogSprites, shroudSprites;
readonly HashSet<PPos> cellsDirty = new HashSet<PPos>();
readonly HashSet<PPos> cellsAndNeighborsDirty = new HashSet<PPos>();
Shroud currentShroud;
Func<PPos, bool> visibleUnderShroud, visibleUnderFog;
TerrainSpriteLayer shroudLayer, fogLayer;
public ShroudRenderer(World world, ShroudRendererInfo info)
{
if (info.ShroudVariants.Length != info.FogVariants.Length)
throw new ArgumentException("ShroudRenderer must define the same number of shroud and fog variants!", "info");
if ((info.OverrideFullFog == null) ^ (info.OverrideFullShroud == null))
throw new ArgumentException("ShroudRenderer cannot define overrides for only one of shroud or fog!", "info");
if (info.ShroudVariants.Length > byte.MaxValue)
throw new ArgumentException("ShroudRenderer cannot define this many shroud and fog variants.", "info");
if (info.Index.Length >= byte.MaxValue)
throw new ArgumentException("ShroudRenderer cannot define this many indexes for shroud directions.", "info");
this.info = info;
map = world.Map;
tileInfos = new CellLayer<TileInfo>(map);
// Load sprite variants
var variantCount = info.ShroudVariants.Length;
variantStride = (byte)(info.Index.Length + (info.OverrideFullShroud != null ? 1 : 0));
shroudSprites = new Sprite[variantCount * variantStride];
fogSprites = new Sprite[variantCount * variantStride];
for (var j = 0; j < variantCount; j++)
{
var shroud = map.SequenceProvider.GetSequence(info.Sequence, info.ShroudVariants[j]);
var fog = map.SequenceProvider.GetSequence(info.Sequence, info.FogVariants[j]);
for (var i = 0; i < info.Index.Length; i++)
{
shroudSprites[j * variantStride + i] = shroud.GetSprite(i);
fogSprites[j * variantStride + i] = fog.GetSprite(i);
}
if (info.OverrideFullShroud != null)
{
var i = (j + 1) * variantStride - 1;
shroudSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullShroud).GetSprite(0);
fogSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullFog).GetSprite(0);
}
}
// Mapping of shrouded directions -> sprite index
edgesToSpriteIndexOffset = new byte[(byte)(info.UseExtendedIndex ? Edges.All : Edges.AllCorners) + 1];
for (var i = 0; i < info.Index.Length; i++)
edgesToSpriteIndexOffset[info.Index[i]] = (byte)i;
if (info.OverrideFullShroud != null)
edgesToSpriteIndexOffset[info.OverrideShroudIndex] = (byte)(variantStride - 1);
notVisibleEdges = info.UseExtendedIndex ? Edges.AllSides : Edges.AllCorners;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
// Initialize tile cache
// This includes the region outside the visible area to cover any sprites peeking outside the map
foreach (var uv in w.Map.AllCells.MapCoords)
{
var pos = w.Map.CenterOfCell(uv.ToCPos(map));
var screen = wr.ScreenPosition(pos - new WVec(0, 0, pos.Z));
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tileInfos[uv] = new TileInfo(screen, variant);
}
// Dirty the whole projected space
DirtyCells(map.AllCells.MapCoords.Select(uv => (PPos)uv));
// All tiles are visible in the editor
if (w.Type == WorldType.Editor)
visibleUnderShroud = _ => true;
else
visibleUnderShroud = puv => map.Contains(puv);
visibleUnderFog = puv => map.Contains(puv);
var shroudSheet = shroudSprites[0].Sheet;
if (shroudSprites.Any(s => s.Sheet != shroudSheet))
throw new InvalidDataException("Shroud sprites span multiple sheets. Try loading their sequences earlier.");
var shroudBlend = shroudSprites[0].BlendMode;
if (shroudSprites.Any(s => s.BlendMode != shroudBlend))
throw new InvalidDataException("Shroud sprites must all use the same blend mode.");
var fogSheet = fogSprites[0].Sheet;
if (fogSprites.Any(s => s.Sheet != fogSheet))
throw new InvalidDataException("Fog sprites span multiple sheets. Try loading their sequences earlier.");
var fogBlend = fogSprites[0].BlendMode;
if (fogSprites.Any(s => s.BlendMode != fogBlend))
throw new InvalidDataException("Fog sprites must all use the same blend mode.");
shroudLayer = new TerrainSpriteLayer(w, wr, shroudSheet, shroudBlend, wr.Palette(info.ShroudPalette), false);
fogLayer = new TerrainSpriteLayer(w, wr, fogSheet, fogBlend, wr.Palette(info.FogPalette), false);
}
Edges GetEdges(PPos puv, Func<PPos, bool> isVisible)
{
if (!isVisible(puv))
return notVisibleEdges;
var cell = ((MPos)puv).ToCPos(map);
// If a side is shrouded then we also count the corners.
var edge = Edges.None;
if (!isVisible((PPos)(cell + new CVec(0, -1)).ToMPos(map))) edge |= Edges.Top;
if (!isVisible((PPos)(cell + new CVec(1, 0)).ToMPos(map))) edge |= Edges.Right;
if (!isVisible((PPos)(cell + new CVec(0, 1)).ToMPos(map))) edge |= Edges.Bottom;
if (!isVisible((PPos)(cell + new CVec(-1, 0)).ToMPos(map))) edge |= Edges.Left;
var ucorner = edge & Edges.AllCorners;
if (!isVisible((PPos)(cell + new CVec(-1, -1)).ToMPos(map))) edge |= Edges.TopLeft;
if (!isVisible((PPos)(cell + new CVec(1, -1)).ToMPos(map))) edge |= Edges.TopRight;
if (!isVisible((PPos)(cell + new CVec(1, 1)).ToMPos(map))) edge |= Edges.BottomRight;
if (!isVisible((PPos)(cell + new CVec(-1, 1)).ToMPos(map))) edge |= Edges.BottomLeft;
// RA provides a set of frames for tiles with shrouded
// corners but unshrouded edges. We want to detect this
// situation without breaking the edge -> corner enabling
// in other combinations. The XOR turns off the corner
// bits that are enabled twice, which gives the behavior
// we want here.
return info.UseExtendedIndex ? edge ^ ucorner : edge & Edges.AllCorners;
}
void DirtyCells(IEnumerable<PPos> cells)
{
// PERF: Many cells in the shroud change every tick. We only track the changes here and defer the real work
// we need to do until we render. This allows us to avoid wasted work.
cellsDirty.UnionWith(cells);
}
public void RenderShroud(WorldRenderer wr, Shroud shroud)
{
if (currentShroud != shroud)
{
if (currentShroud != null)
currentShroud.CellsChanged -= DirtyCells;
if (shroud != null)
shroud.CellsChanged += DirtyCells;
// Needs the anonymous function to ensure the correct overload is chosen
if (shroud != null)
visibleUnderShroud = puv => currentShroud.IsExplored(puv);
else
visibleUnderShroud = puv => map.Contains(puv);
if (shroud != null)
visibleUnderFog = puv => currentShroud.IsVisible(puv);
else
visibleUnderFog = puv => map.Contains(puv);
currentShroud = shroud;
DirtyCells(map.ProjectedCellBounds);
}
// We need to update newly dirtied areas of the shroud.
// Expand the dirty area to cover the neighboring cells, since shroud is affected by neighboring cells.
foreach (var uv in cellsDirty)
{
cellsAndNeighborsDirty.Add(uv);
var cell = ((MPos)uv).ToCPos(map);
foreach (var direction in CVec.Directions)
cellsAndNeighborsDirty.Add((PPos)(cell + direction).ToMPos(map));
}
foreach (var puv in cellsAndNeighborsDirty)
{
var uv = (MPos)puv;
if (!tileInfos.Contains(uv))
continue;
var tileInfo = tileInfos[uv];
var shroudSprite = GetSprite(shroudSprites, GetEdges(puv, visibleUnderShroud), tileInfo.Variant);
var shroudPos = tileInfo.ScreenPosition;
if (shroudSprite != null)
shroudPos += shroudSprite.Offset - 0.5f * shroudSprite.Size;
var fogSprite = GetSprite(fogSprites, GetEdges(puv, visibleUnderFog), tileInfo.Variant);
var fogPos = tileInfo.ScreenPosition;
if (fogSprite != null)
fogPos += fogSprite.Offset - 0.5f * fogSprite.Size;
shroudLayer.Update(uv, shroudSprite, shroudPos);
fogLayer.Update(uv, fogSprite, fogPos);
}
cellsDirty.Clear();
cellsAndNeighborsDirty.Clear();
fogLayer.Draw(wr.Viewport);
shroudLayer.Draw(wr.Viewport);
}
Sprite GetSprite(Sprite[] sprites, Edges edges, int variant)
{
if (edges == Edges.None)
return null;
return sprites[variant * variantStride + edgesToSpriteIndexOffset[(byte)edges]];
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
shroudLayer.Dispose();
fogLayer.Dispose();
disposed = true;
}
}
}