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OpenRA/OpenRA.Mods.Common/Traits/World/ShroudRenderer.cs

394 lines
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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 OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class ShroudRendererInfo : ITraitInfo
{
public readonly string Sequence = "shroud";
public readonly string[] ShroudVariants = new[] { "shroud" };
public readonly string[] FogVariants = new[] { "fog" };
public readonly string ShroudPalette = "shroud";
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")]
public readonly string OverrideFullShroud = null;
public readonly int OverrideShroudIndex = 15;
[Desc("Override for source art that doesn't define a fully fogged tile")]
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 class ShroudRenderer : IRenderShroud, IWorldLoaded
{
[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 CellLayer<bool> shroudDirty;
readonly HashSet<CPos> cellsDirty;
readonly HashSet<CPos> cellsAndNeighborsDirty;
readonly Vertex[] fogVertices, shroudVertices;
readonly Sprite[] fogSprites, shroudSprites;
readonly CellLayer<Sprite> fogSpriteLayer, shroudSpriteLayer;
PaletteReference fogPalette, shroudPalette;
Shroud currentShroud;
bool mapBorderShroudIsCached;
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);
shroudDirty = new CellLayer<bool>(map);
cellsDirty = new HashSet<CPos>();
cellsAndNeighborsDirty = new HashSet<CPos>();
var verticesLength = map.MapSize.X * map.MapSize.Y * 4;
fogVertices = new Vertex[verticesLength];
shroudVertices = new Vertex[verticesLength];
fogSpriteLayer = new CellLayer<Sprite>(map);
shroudSpriteLayer = new CellLayer<Sprite>(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 screen = wr.ScreenPosition(w.Map.CenterOfCell(uv.ToCPos(map)));
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tileInfos[uv] = new TileInfo(screen, variant);
}
fogPalette = wr.Palette(info.FogPalette);
shroudPalette = wr.Palette(info.ShroudPalette);
wr.PaletteInvalidated += () =>
{
mapBorderShroudIsCached = false;
MarkCellsDirty(map.AllCells);
};
}
Edges GetEdges(MPos uv, Func<MPos, bool> isVisible)
{
if (!isVisible(uv))
return notVisibleEdges;
var cell = uv.ToCPos(map);
// If a side is shrouded then we also count the corners.
var edge = Edges.None;
if (!isVisible((cell + new CVec(0, -1)).ToMPos(map))) edge |= Edges.Top;
if (!isVisible((cell + new CVec(1, 0)).ToMPos(map))) edge |= Edges.Right;
if (!isVisible((cell + new CVec(0, 1)).ToMPos(map))) edge |= Edges.Bottom;
if (!isVisible((cell + new CVec(-1, 0)).ToMPos(map))) edge |= Edges.Left;
var ucorner = edge & Edges.AllCorners;
if (!isVisible((cell + new CVec(-1, -1)).ToMPos(map))) edge |= Edges.TopLeft;
if (!isVisible((cell + new CVec(1, -1)).ToMPos(map))) edge |= Edges.TopRight;
if (!isVisible((cell + new CVec(1, 1)).ToMPos(map))) edge |= Edges.BottomRight;
if (!isVisible((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;
}
public void RenderShroud(WorldRenderer wr, Shroud shroud)
{
Update(shroud);
Render(wr.Viewport.VisibleCells);
}
void Update(Shroud newShroud)
{
if (currentShroud != newShroud)
{
if (currentShroud != null)
currentShroud.CellsChanged -= MarkCellsDirty;
if (newShroud != null)
{
shroudDirty.Clear(true);
newShroud.CellsChanged += MarkCellsDirty;
}
cellsDirty.Clear();
cellsAndNeighborsDirty.Clear();
currentShroud = newShroud;
}
if (currentShroud != null)
{
mapBorderShroudIsCached = false;
// We need to mark newly dirtied areas of the shroud.
// Expand the dirty area to cover the neighboring cells, since shroud is affected by neighboring cells.
foreach (var cell in cellsDirty)
{
cellsAndNeighborsDirty.Add(cell);
foreach (var direction in CVec.Directions)
cellsAndNeighborsDirty.Add(cell + direction);
}
foreach (var cell in cellsAndNeighborsDirty)
shroudDirty[cell] = true;
cellsDirty.Clear();
cellsAndNeighborsDirty.Clear();
}
else if (!mapBorderShroudIsCached)
{
mapBorderShroudIsCached = true;
CacheMapBorderShroud();
}
}
void MarkCellsDirty(IEnumerable<CPos> cellsChanged)
{
// Mark changed cells as being out of date.
// We don't want to do anything more than this for several performance reasons:
// - If the cells remain off-screen for a long time, they may change several times before we next view
// them, so calculating their new vertices is wasted effort since we may recalculate them again before we
// even get a chance to render them.
// - Cells tend to be invalidated in groups (imagine as a unit moves, it advances a wave of sight and
// leaves a trail of fog filling in behind). If we recalculated a cell and its neighbors when the first
// cell in a group changed, many cells would be recalculated again when the second cell, right next to the
// first, is updated. In fact we might do on the order of 3x the work we needed to!
cellsDirty.UnionWith(cellsChanged);
}
void CacheMapBorderShroud()
{
// Cache the whole of the map border shroud ahead of time, since it never changes.
Func<MPos, bool> mapContains = map.Contains;
foreach (var uv in map.AllCells.MapCoords)
{
var offset = VertexArrayOffset(uv);
var edges = GetEdges(uv, mapContains);
var tileInfo = tileInfos[uv];
CacheTile(uv, offset, edges, tileInfo, shroudSprites, shroudVertices, shroudPalette, shroudSpriteLayer);
CacheTile(uv, offset, edges, tileInfo, fogSprites, fogVertices, fogPalette, fogSpriteLayer);
}
}
void Render(CellRegion visibleRegion)
{
// Due to diamond tile staggering, we need to expand the cordon to get full shroud coverage.
if (map.TileShape == TileShape.Diamond)
visibleRegion = CellRegion.Expand(visibleRegion, 1);
if (currentShroud == null)
RenderMapBorderShroud(visibleRegion);
else
RenderPlayerShroud(visibleRegion);
}
void RenderMapBorderShroud(CellRegion visibleRegion)
{
// The map border shroud only affects the map border. If none of the visible cells are on the border, then
// we don't need to render anything and can bail early for performance.
if (CellRegion.Expand(map.CellsInsideBounds, -1).Contains(visibleRegion))
return;
// Render the shroud that just encroaches at the map border. This shroud is always fully cached, so we can
// just render straight from the cache.
foreach (var uv in visibleRegion.MapCoords)
{
var offset = VertexArrayOffset(uv);
RenderCachedTile(shroudSpriteLayer[uv], shroudVertices, offset);
RenderCachedTile(fogSpriteLayer[uv], fogVertices, offset);
}
}
void RenderPlayerShroud(CellRegion visibleRegion)
{
// Render the shroud by drawing the appropriate tile over each cell that is visible on-screen.
// For performance we keep a cache tiles we have drawn previously so we don't have to recalculate the
// vertices for tiles every frame, since this is costly.
// Any shroud marked as dirty has either never been calculated, or has changed since we last drew that
// tile. We will calculate the vertices for that tile and cache them before drawing it.
// Any shroud that is not marked as dirty means our cached tile is still correct - we can just draw the
// cached vertices.
var visibleUnderShroud = currentShroud.IsExploredTest(visibleRegion);
var visibleUnderFog = currentShroud.IsVisibleTest(visibleRegion);
foreach (var uv in visibleRegion.MapCoords)
{
var offset = VertexArrayOffset(uv);
if (shroudDirty[uv])
{
shroudDirty[uv] = false;
RenderDirtyTile(uv, offset, visibleUnderShroud, shroudSprites, shroudVertices, shroudPalette, shroudSpriteLayer);
RenderDirtyTile(uv, offset, visibleUnderFog, fogSprites, fogVertices, fogPalette, fogSpriteLayer);
}
else
{
RenderCachedTile(shroudSpriteLayer[uv], shroudVertices, offset);
RenderCachedTile(fogSpriteLayer[uv], fogVertices, offset);
}
}
}
int VertexArrayOffset(MPos uv)
{
return 4 * (uv.V * map.MapSize.X + uv.U);
}
void RenderDirtyTile(MPos uv, int offset, Func<MPos, bool> isVisible,
Sprite[] sprites, Vertex[] vertices, PaletteReference palette, CellLayer<Sprite> spriteLayer)
{
var tile = tileInfos[uv];
var edges = GetEdges(uv, isVisible);
var sprite = CacheTile(uv, offset, edges, tile, sprites, vertices, palette, spriteLayer);
RenderCachedTile(sprite, vertices, offset);
}
void RenderCachedTile(Sprite sprite, Vertex[] vertices, int offset)
{
if (sprite != null)
Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, vertices, offset);
}
Sprite CacheTile(MPos uv, int offset, Edges edges, TileInfo tileInfo,
Sprite[] sprites, Vertex[] vertices, PaletteReference palette, CellLayer<Sprite> spriteLayer)
{
var sprite = GetSprite(sprites, edges, tileInfo.Variant);
if (sprite != null)
{
var size = sprite.Size;
var location = tileInfo.ScreenPosition - 0.5f * size;
OpenRA.Graphics.Util.FastCreateQuad(
vertices, location + sprite.FractionalOffset * size,
sprite, palette.TextureIndex, offset, size);
}
spriteLayer[uv] = sprite;
return sprite;
}
Sprite GetSprite(Sprite[] sprites, Edges edges, int variant)
{
if (edges == Edges.None)
return null;
return sprites[variant * variantStride + edgesToSpriteIndexOffset[(byte)edges]];
}
}
}