Files
OpenRA/OpenRA.Mods.Common/Graphics/ContrailRenderable.cs
2021-01-06 00:06:51 +01:00

114 lines
3.5 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.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Graphics
{
public struct ContrailRenderable : IRenderable, IFinalizedRenderable
{
public int Length { get { return trail.Length; } }
readonly World world;
readonly Color color;
readonly int zOffset;
// Store trail positions in a circular buffer
readonly WPos[] trail;
readonly WDist width;
int next;
int length;
int skip;
public ContrailRenderable(World world, Color color, WDist width, int length, int skip, int zOffset)
: this(world, new WPos[length], width, 0, 0, skip, color, zOffset) { }
ContrailRenderable(World world, WPos[] trail, WDist width, int next, int length, int skip, Color color, int zOffset)
{
this.world = world;
this.trail = trail;
this.width = width;
this.next = next;
this.length = length;
this.skip = skip;
this.color = color;
this.zOffset = zOffset;
}
public WPos Pos { get { return trail[Index(next - 1)]; } }
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return true; } }
public IRenderable WithZOffset(int newOffset) { return new ContrailRenderable(world, (WPos[])trail.Clone(), width, next, length, skip, color, newOffset); }
public IRenderable OffsetBy(WVec vec) { return new ContrailRenderable(world, trail.Select(pos => pos + vec).ToArray(), width, next, length, skip, color, zOffset); }
public IRenderable AsDecoration() { return this; }
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
// Need at least 4 points to smooth the contrail over
if (length - skip < 4)
return;
var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
var wcr = Game.Renderer.WorldRgbaColorRenderer;
// 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 = color;
for (var i = 0; i < length - skip - 4; i++)
{
var j = next - skip - i - 2;
var nextPos = Average(trail[Index(j)], trail[Index(j - 1)], trail[Index(j - 2)], trail[Index(j - 3)]);
var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent);
if (!world.FogObscures(curPos) && !world.FogObscures(nextPos))
wcr.DrawLine(wr.Screen3DPosition(curPos), wr.Screen3DPosition(nextPos), screenWidth, 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;
}
static WPos Average(params WPos[] list)
{
return list.Average();
}
public void Update(WPos pos)
{
trail[next] = pos;
next = Index(next + 1);
if (length < trail.Length)
length++;
}
public static Color ChooseColor(Actor self)
{
var ownerColor = Color.FromArgb(255, self.Owner.Color);
return Exts.ColorLerp(0.5f, ownerColor, Color.White);
}
}
}