Files
OpenRA/OpenRA.Game/Graphics/WorldRenderer.cs
2023-03-10 15:43:24 +02:00

429 lines
14 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Graphics
{
public sealed class WorldRenderer : IDisposable
{
public static readonly Func<IRenderable, int> RenderableZPositionComparisonKey =
r => r.Pos.Y + r.Pos.Z + r.ZOffset;
public readonly Size TileSize;
public readonly int TileScale;
public readonly World World;
public Viewport Viewport { get; }
public readonly ITerrainLighting TerrainLighting;
public event Action PaletteInvalidated = null;
readonly HashSet<Actor> onScreenActors = new HashSet<Actor>();
readonly HardwarePalette palette = new HardwarePalette();
readonly Dictionary<string, PaletteReference> palettes = new Dictionary<string, PaletteReference>();
readonly IRenderTerrain terrainRenderer;
readonly Lazy<DebugVisualizations> debugVis;
readonly Func<string, PaletteReference> createPaletteReference;
readonly bool enableDepthBuffer;
readonly List<IFinalizedRenderable> preparedRenderables = new List<IFinalizedRenderable>();
readonly List<IFinalizedRenderable> preparedOverlayRenderables = new List<IFinalizedRenderable>();
readonly List<IFinalizedRenderable> preparedAnnotationRenderables = new List<IFinalizedRenderable>();
readonly List<IRenderable> renderablesBuffer = new List<IRenderable>();
internal WorldRenderer(ModData modData, World world)
{
World = world;
TileSize = World.Map.Grid.TileSize;
TileScale = World.Map.Grid.Type == MapGridType.RectangularIsometric ? 1448 : 1024;
Viewport = new Viewport(this, world.Map);
createPaletteReference = CreatePaletteReference;
var mapGrid = modData.Manifest.Get<MapGrid>();
enableDepthBuffer = mapGrid.EnableDepthBuffer;
foreach (var pal in world.TraitDict.ActorsWithTrait<ILoadsPalettes>())
pal.Trait.LoadPalettes(this);
foreach (var p in world.Players)
UpdatePalettesForPlayer(p.InternalName, p.Color, false);
palette.Initialize();
TerrainLighting = world.WorldActor.TraitOrDefault<ITerrainLighting>();
terrainRenderer = world.WorldActor.TraitOrDefault<IRenderTerrain>();
debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
}
public void UpdatePalettesForPlayer(string internalName, Color color, bool replaceExisting)
{
foreach (var pal in World.WorldActor.TraitsImplementing<ILoadsPlayerPalettes>())
pal.LoadPlayerPalettes(this, internalName, color, replaceExisting);
}
PaletteReference CreatePaletteReference(string name)
{
var pal = palette.GetPalette(name);
return new PaletteReference(name, palette.GetPaletteIndex(name), pal, palette);
}
public PaletteReference Palette(string name)
{
// HACK: This is working around the fact that palettes are defined on traits rather than sequences
// and can be removed once this has been fixed.
return name == null ? null : palettes.GetOrAdd(name, createPaletteReference);
}
public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers = false, bool allowOverwrite = false)
{
if (allowOverwrite && palette.Contains(name))
ReplacePalette(name, pal);
else
{
var oldHeight = palette.Height;
palette.AddPalette(name, pal, allowModifiers);
if (oldHeight != palette.Height)
PaletteInvalidated?.Invoke();
}
}
public void ReplacePalette(string name, IPalette pal)
{
palette.ReplacePalette(name, pal);
// Update cached PlayerReference if one exists
if (palettes.ContainsKey(name))
palettes[name].Palette = pal;
}
public void SetPaletteColorShift(string name, float hueOffset, float satOffset, float valueModifier, float minHue, float maxHue)
{
palette.SetColorShift(name, hueOffset, satOffset, valueModifier, minHue, maxHue);
}
// PERF: Avoid LINQ.
void GenerateRenderables()
{
foreach (var actor in onScreenActors)
renderablesBuffer.AddRange(actor.Render(this));
renderablesBuffer.AddRange(World.WorldActor.Render(this));
if (World.RenderPlayer != null)
renderablesBuffer.AddRange(World.RenderPlayer.PlayerActor.Render(this));
if (World.OrderGenerator != null)
renderablesBuffer.AddRange(World.OrderGenerator.Render(this, World));
// Unpartitioned effects
foreach (var e in World.UnpartitionedEffects)
renderablesBuffer.AddRange(e.Render(this));
// Partitioned, currently on-screen effects
foreach (var e in World.ScreenMap.RenderableEffectsInBox(Viewport.TopLeft, Viewport.BottomRight))
renderablesBuffer.AddRange(e.Render(this));
// Renderables must be ordered using a stable sorting algorithm to avoid flickering artefacts
foreach (var renderable in renderablesBuffer.OrderBy(RenderableZPositionComparisonKey))
preparedRenderables.Add(renderable.PrepareRender(this));
// PERF: Reuse collection to avoid allocations.
renderablesBuffer.Clear();
}
// PERF: Avoid LINQ.
void GenerateOverlayRenderables()
{
World.ApplyToActorsWithTrait<IRenderAboveShroud>((actor, trait) =>
{
if (!actor.IsInWorld || actor.Disposed || (trait.SpatiallyPartitionable && !onScreenActors.Contains(actor)))
return;
foreach (var renderable in trait.RenderAboveShroud(actor, this))
preparedOverlayRenderables.Add(renderable.PrepareRender(this));
});
foreach (var a in World.Selection.Actors)
{
if (!a.IsInWorld || a.Disposed)
continue;
foreach (var t in a.TraitsImplementing<IRenderAboveShroudWhenSelected>())
{
if (t.SpatiallyPartitionable && !onScreenActors.Contains(a))
continue;
foreach (var renderable in t.RenderAboveShroud(a, this))
preparedOverlayRenderables.Add(renderable.PrepareRender(this));
}
}
foreach (var e in World.Effects)
{
if (!(e is IEffectAboveShroud ea))
continue;
foreach (var renderable in ea.RenderAboveShroud(this))
preparedOverlayRenderables.Add(renderable.PrepareRender(this));
}
if (World.OrderGenerator != null)
foreach (var renderable in World.OrderGenerator.RenderAboveShroud(this, World))
preparedOverlayRenderables.Add(renderable.PrepareRender(this));
}
// PERF: Avoid LINQ.
void GenerateAnnotationRenderables()
{
World.ApplyToActorsWithTrait<IRenderAnnotations>((actor, trait) =>
{
if (!actor.IsInWorld || actor.Disposed || (trait.SpatiallyPartitionable && !onScreenActors.Contains(actor)))
return;
foreach (var renderAnnotation in trait.RenderAnnotations(actor, this))
preparedAnnotationRenderables.Add(renderAnnotation.PrepareRender(this));
});
foreach (var a in World.Selection.Actors)
{
if (!a.IsInWorld || a.Disposed)
continue;
foreach (var t in a.TraitsImplementing<IRenderAnnotationsWhenSelected>())
{
if (t.SpatiallyPartitionable && !onScreenActors.Contains(a))
continue;
foreach (var renderAnnotation in t.RenderAnnotations(a, this))
preparedAnnotationRenderables.Add(renderAnnotation.PrepareRender(this));
}
}
foreach (var e in World.Effects)
{
if (!(e is IEffectAnnotation ea))
continue;
foreach (var renderAnnotation in ea.RenderAnnotation(this))
preparedAnnotationRenderables.Add(renderAnnotation.PrepareRender(this));
}
if (World.OrderGenerator != null)
foreach (var renderAnnotation in World.OrderGenerator.RenderAnnotations(this, World))
preparedAnnotationRenderables.Add(renderAnnotation.PrepareRender(this));
}
public void PrepareRenderables()
{
if (World.WorldActor.Disposed)
return;
RefreshPalette();
// PERF: Reuse collection to avoid allocations.
onScreenActors.UnionWith(World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight));
GenerateRenderables();
GenerateOverlayRenderables();
GenerateAnnotationRenderables();
onScreenActors.Clear();
}
public void Draw()
{
if (World.WorldActor.Disposed)
return;
debugVis.Value?.UpdateDepthBuffer();
var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
Game.Renderer.EnableScissor(bounds);
if (enableDepthBuffer)
Game.Renderer.Context.EnableDepthBuffer();
terrainRenderer?.RenderTerrain(this, Viewport);
Game.Renderer.Flush();
for (var i = 0; i < preparedRenderables.Count; i++)
preparedRenderables[i].Render(this);
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
World.ApplyToActorsWithTrait<IRenderAboveWorld>((actor, trait) =>
{
if (actor.IsInWorld && !actor.Disposed)
trait.RenderAboveWorld(actor, this);
});
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
World.ApplyToActorsWithTrait<IRenderShroud>((actor, trait) => trait.RenderShroud(this));
if (enableDepthBuffer)
Game.Renderer.Context.DisableDepthBuffer();
Game.Renderer.DisableScissor();
// HACK: Keep old grouping behaviour
var groupedOverlayRenderables = preparedOverlayRenderables.GroupBy(prs => prs.GetType());
foreach (var g in groupedOverlayRenderables)
foreach (var r in g)
r.Render(this);
Game.Renderer.Flush();
}
public void DrawAnnotations()
{
Game.Renderer.EnableAntialiasingFilter();
for (var i = 0; i < preparedAnnotationRenderables.Count; i++)
preparedAnnotationRenderables[i].Render(this);
Game.Renderer.DisableAntialiasingFilter();
// Engine debugging overlays
if (debugVis.Value != null && debugVis.Value.RenderGeometry)
{
for (var i = 0; i < preparedRenderables.Count; i++)
preparedRenderables[i].RenderDebugGeometry(this);
for (var i = 0; i < preparedOverlayRenderables.Count; i++)
preparedOverlayRenderables[i].RenderDebugGeometry(this);
for (var i = 0; i < preparedAnnotationRenderables.Count; i++)
preparedAnnotationRenderables[i].RenderDebugGeometry(this);
}
if (debugVis.Value != null && debugVis.Value.ScreenMap)
{
foreach (var r in World.ScreenMap.RenderBounds(World.RenderPlayer))
{
var tl = Viewport.WorldToViewPx(new float2(r.Left, r.Top));
var br = Viewport.WorldToViewPx(new float2(r.Right, r.Bottom));
Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.MediumSpringGreen);
}
foreach (var b in World.ScreenMap.MouseBounds(World.RenderPlayer))
{
var points = new float2[b.Vertices.Length];
for (var index = 0; index < b.Vertices.Length; index++)
{
var vertex = b.Vertices[index];
points[index] = Viewport.WorldToViewPx(vertex).ToFloat2();
}
Game.Renderer.RgbaColorRenderer.DrawPolygon(points, 1, Color.OrangeRed);
}
}
Game.Renderer.Flush();
preparedRenderables.Clear();
preparedOverlayRenderables.Clear();
preparedAnnotationRenderables.Clear();
}
public void RefreshPalette()
{
palette.ApplyModifiers(World.WorldActor.TraitsImplementing<IPaletteModifier>());
Game.Renderer.SetPalette(palette);
}
// Conversion between world and screen coordinates
public float2 ScreenPosition(WPos pos)
{
return new float2((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale);
}
public float3 Screen3DPosition(WPos pos)
{
// The projection from world coordinates to screen coordinates has
// a non-obvious relationship between the y and z coordinates:
// * A flat surface with constant y (e.g. a vertical wall) in world coordinates
// transforms into a flat surface with constant z (depth) in screen coordinates.
// * Increasing the world y coordinate increases screen y and z coordinates equally.
// * Increases the world z coordinate decreases screen y but doesn't change screen z.
var z = pos.Y * (float)TileSize.Height / TileScale;
return new float3((float)TileSize.Width * pos.X / TileScale, (float)TileSize.Height * (pos.Y - pos.Z) / TileScale, z);
}
public int2 ScreenPxPosition(WPos pos)
{
// Round to nearest pixel
var px = ScreenPosition(pos);
return new int2((int)Math.Round(px.X), (int)Math.Round(px.Y));
}
public float3 Screen3DPxPosition(WPos pos)
{
// Round to nearest pixel
var px = Screen3DPosition(pos);
return new float3((float)Math.Round(px.X), (float)Math.Round(px.Y), px.Z);
}
// For scaling vectors to pixel sizes in the model renderer
public float3 ScreenVectorComponents(in WVec vec)
{
return new float3(
(float)TileSize.Width * vec.X / TileScale,
(float)TileSize.Height * (vec.Y - vec.Z) / TileScale,
(float)TileSize.Height * vec.Z / TileScale);
}
// For scaling vectors to pixel sizes in the model renderer
public float[] ScreenVector(in WVec vec)
{
var xyz = ScreenVectorComponents(vec);
return new[] { xyz.X, xyz.Y, xyz.Z, 1f };
}
public int2 ScreenPxOffset(in WVec vec)
{
// Round to nearest pixel
var xyz = ScreenVectorComponents(vec);
return new int2((int)Math.Round(xyz.X), (int)Math.Round(xyz.Y));
}
/// <summary>
/// Returns a position in the world that is projected to the given screen position.
/// There are many possible world positions, and the returned value chooses the value with no elevation.
/// </summary>
public WPos ProjectedPosition(int2 screenPx)
{
return new WPos(TileScale * screenPx.X / TileSize.Width, TileScale * screenPx.Y / TileSize.Height, 0);
}
public void Dispose()
{
// HACK: Disposing the world from here violates ownership
// but the WorldRenderer lifetime matches the disposal
// behavior we want for the world, and the root object setup
// is so horrible that doing it properly would be a giant mess.
World.Dispose();
palette.Dispose();
}
}
}