Files
OpenRA/OpenRA.Game/Graphics/WorldRenderer.cs
2010-12-07 21:45:03 +13:00

183 lines
6.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Graphics
{
public class WorldRenderer
{
public readonly World world;
internal readonly TerrainRenderer terrainRenderer;
internal readonly ShroudRenderer shroudRenderer;
public readonly UiOverlay uiOverlay;
internal readonly HardwarePalette palette;
internal WorldRenderer(World world)
{
this.world = world;
terrainRenderer = new TerrainRenderer(world, this);
shroudRenderer = new ShroudRenderer(world);
uiOverlay = new UiOverlay();
palette = new HardwarePalette(world.Map);
foreach( var pal in world.traitDict.ActorsWithTraitMultiple<IPalette>( world ) )
pal.Trait.InitPalette( this );
}
public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
public Palette GetPalette(string name) { return palette.GetPalette(name); }
public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); }
class SpriteComparer : IComparer<Renderable>
{
public int Compare(Renderable x, Renderable y)
{
return (x.Z + x.ZOffset).CompareTo(y.Z + y.ZOffset);
}
}
IEnumerable<Renderable> SpritesToRender()
{
var bounds = Game.viewport.ViewBounds(world);
var comparer = new SpriteComparer();
bounds.Offset((int)Game.viewport.Location.X, (int)Game.viewport.Location.Y);
var actors = world.FindUnits(
new float2(bounds.Left, bounds.Top),
new float2(bounds.Right, bounds.Bottom));
var renderables = actors.SelectMany(a => a.Render())
.OrderBy(r => r, comparer);
var effects = world.Effects.SelectMany(e => e.Render());
return renderables.Concat(effects);
}
public void Draw()
{
RefreshPalette();
var bounds = Game.viewport.ViewBounds(world);
Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
terrainRenderer.Draw(this, Game.viewport);
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
t.RenderBeforeWorld(this, a);
Game.Renderer.Flush();
if (world.OrderGenerator != null)
world.OrderGenerator.RenderBeforeWorld(this, world);
foreach (var image in SpritesToRender() )
image.Sprite.DrawAt(image.Pos, this.GetPaletteIndex(image.Palette), image.Scale);
uiOverlay.Draw(this, world);
// added for contrails
foreach (var a in world.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPostRender>())
t.RenderAfterWorld(this, a);
if (world.OrderGenerator != null)
world.OrderGenerator.RenderAfterWorld(this, world);
shroudRenderer.Draw( this );
Game.Renderer.DisableScissor();
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
t.RenderAfterWorld(this, a);
Game.Renderer.Flush();
}
void DrawBox(RectangleF r, Color color)
{
var a = new float2(r.Left, r.Top);
var b = new float2(r.Right - a.X, 0);
var c = new float2(0, r.Bottom - a.Y);
Game.Renderer.LineRenderer.DrawLine(a, a + b, color, color);
Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, color, color);
Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, color, color);
Game.Renderer.LineRenderer.DrawLine(a, a + c, color, color);
}
public void DrawSelectionBox(Actor selectedUnit, Color c)
{
var bounds = selectedUnit.GetBounds(true);
var xy = new float2(bounds.Left, bounds.Top);
var Xy = new float2(bounds.Right, bounds.Top);
var xY = new float2(bounds.Left, bounds.Bottom);
var XY = new float2(bounds.Right, bounds.Bottom);
Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
}
public void DrawLocus(Color c, int2[] cells)
{
var dict = cells.ToDictionary(a => a, a => 0);
foreach (var t in dict.Keys)
{
if (!dict.ContainsKey(t + new int2(-1, 0)))
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)),
c, c);
if (!dict.ContainsKey(t + new int2(1, 0)))
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * (t + new int2(1, 0)), Game.CellSize * (t + new int2(1, 1)),
c, c);
if (!dict.ContainsKey(t + new int2(0, -1)))
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1, 0)),
c, c);
if (!dict.ContainsKey(t + new int2(0, 1)))
Game.Renderer.LineRenderer.DrawLine(Game.CellSize * (t + new int2(0, 1)), Game.CellSize * (t + new int2(1, 1)),
c, c);
}
}
public void DrawRangeCircle(Color c, float2 location, float range)
{
var prev = location + Game.CellSize * range * float2.FromAngle(0);
for (var i = 1; i <= 32; i++)
{
var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16);
Game.Renderer.LineRenderer.DrawLine(prev, pos, c, c);
prev = pos;
}
}
public void RefreshPalette()
{
palette.Update( world.WorldActor.TraitsImplementing<IPaletteModifier>() );
}
}
}