276 lines
8.4 KiB
C#
276 lines
8.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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namespace OpenRA.Graphics
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{
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public class RgbaColorRenderer : Renderer.IBatchRenderer
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{
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static readonly float2 Offset = new float2(0.5f, 0.5f);
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readonly Renderer renderer;
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readonly IShader shader;
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readonly Action renderAction;
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readonly Vertex[] vertices;
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int nv = 0;
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public RgbaColorRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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vertices = new Vertex[renderer.TempBufferSize];
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renderAction = () => renderer.DrawBatch(vertices, nv, PrimitiveType.TriangleList);
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}
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public void Flush()
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{
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if (nv > 0)
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{
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renderer.Device.SetBlendMode(BlendMode.Alpha);
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shader.Render(renderAction);
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renderer.Device.SetBlendMode(BlendMode.None);
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nv = 0;
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}
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}
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public void DrawLine(float2 start, float2 end, float width, Color startColor, Color endColor)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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var delta = (end - start) / (end - start).Length;
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var corner = width / 2 * new float2(-delta.Y, delta.X);
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startColor = Util.PremultiplyAlpha(startColor);
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var sr = startColor.R / 255.0f;
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var sg = startColor.G / 255.0f;
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var sb = startColor.B / 255.0f;
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var sa = startColor.A / 255.0f;
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endColor = Util.PremultiplyAlpha(endColor);
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var er = endColor.R / 255.0f;
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var eg = endColor.G / 255.0f;
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var eb = endColor.B / 255.0f;
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var ea = endColor.A / 255.0f;
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[nv++] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
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vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
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}
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public void DrawLine(float2 start, float2 end, float width, Color color)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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var delta = (end - start) / (end - start).Length;
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var corner = width / 2 * new float2(-delta.Y, delta.X);
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color = Util.PremultiplyAlpha(color);
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var r = color.R / 255.0f;
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var g = color.G / 255.0f;
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(start + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(end - corner + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
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}
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/// <summary>
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/// Calculate the intersection of two lines.
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/// Will behave badly if the lines are parallel
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/// </summary>
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float2 IntersectionOf(float2 a, float2 da, float2 b, float2 db)
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{
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var crossA = a.X * (a.Y + da.Y) - a.Y * (a.X + da.X);
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var crossB = b.X * (b.Y + db.Y) - b.Y * (b.X + db.X);
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var x = da.X * crossB - db.X * crossA;
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var y = da.Y * crossB - db.Y * crossA;
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var d = da.X * db.Y - da.Y * db.X;
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return new float2(x, y) / d;
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}
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void DrawDisconnectedLine(IEnumerable<float2> points, float width, Color color)
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{
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using (var e = points.GetEnumerator())
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{
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if (!e.MoveNext())
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return;
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var lastPoint = e.Current;
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while (e.MoveNext())
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{
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var point = e.Current;
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DrawLine(lastPoint, point, width, color);
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lastPoint = point;
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}
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}
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}
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void DrawConnectedLine(float2[] points, float width, Color color, bool closed)
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{
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// Not a line
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if (points.Length < 2)
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return;
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// Single segment
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if (points.Length == 2)
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{
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DrawLine(points[0], points[1], width, color);
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return;
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}
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renderer.CurrentBatchRenderer = this;
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color = Util.PremultiplyAlpha(color);
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var r = color.R / 255.0f;
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var g = color.G / 255.0f;
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var b = color.B / 255.0f;
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var a = color.A / 255.0f;
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var start = points[0];
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var end = points[1];
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var dir = (end - start) / (end - start).Length;
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var corner = width / 2 * new float2(-dir.Y, dir.X);
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// Corners for start of line segment
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var ca = start - corner;
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var cb = start + corner;
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// Segment is part of closed loop
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if (closed)
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{
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var prev = points[points.Length - 1];
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var prevDir = (start - prev) / (start - prev).Length;
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var prevCorner = width / 2 * new float2(-prevDir.Y, prevDir.X);
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ca = IntersectionOf(start - prevCorner, prevDir, start - corner, dir);
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cb = IntersectionOf(start + prevCorner, prevDir, start + corner, dir);
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}
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var limit = closed ? points.Length : points.Length - 1;
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for (var i = 0; i < limit; i++)
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{
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var next = points[(i + 2) % points.Length];
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var nextDir = (next - end) / (next - end).Length;
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var nextCorner = width / 2 * new float2(-nextDir.Y, nextDir.X);
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// Vertices for the corners joining start-end to end-next
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var cc = closed || i < limit ? IntersectionOf(end + corner, dir, end + nextCorner, nextDir) : end + corner;
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var cd = closed || i < limit ? IntersectionOf(end - corner, dir, end - nextCorner, nextDir) : end - corner;
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// Fill segment
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cb + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(cd + Offset, r, g, b, a, 0, 0);
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vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
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// Advance line segment
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end = next;
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dir = nextDir;
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corner = nextCorner;
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ca = cd;
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cb = cc;
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}
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}
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public void DrawLine(IEnumerable<float2> points, float width, Color color, bool connectSegments = false)
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{
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if (!connectSegments)
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DrawDisconnectedLine(points, width, color);
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else
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DrawConnectedLine(points as float2[] ?? points.ToArray(), width, color, false);
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}
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public void DrawPolygon(float2[] vertices, float width, Color color)
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{
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DrawConnectedLine(vertices, width, color, true);
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}
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public void DrawRect(float2 tl, float2 br, float width, Color color)
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{
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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DrawPolygon(new[] { tl, tr, br, bl }, width, color);
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}
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public void FillRect(float2 tl, float2 br, Color color)
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{
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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FillRect(tl, tr, br, bl, color);
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}
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public void FillRect(float2 a, float2 b, float2 c, float2 d, Color color)
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{
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renderer.CurrentBatchRenderer = this;
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if (nv + 6 > renderer.TempBufferSize)
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Flush();
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color = Util.PremultiplyAlpha(color);
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var cr = color.R / 255.0f;
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var cg = color.G / 255.0f;
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var cb = color.B / 255.0f;
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var ca = color.A / 255.0f;
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(b + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(d + Offset, cr, cg, cb, ca, 0, 0);
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vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
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}
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public void FillEllipse(RectangleF r, Color color, int vertices = 32)
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{
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// TODO: Create an ellipse polygon instead
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var a = (r.Right - r.Left) / 2;
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var b = (r.Bottom - r.Top) / 2;
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var xc = (r.Right + r.Left) / 2;
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var yc = (r.Bottom + r.Top) / 2;
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for (var y = r.Top; y <= r.Bottom; y++)
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{
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var dx = a * (float)Math.Sqrt(1 - (y - yc) * (y - yc) / b / b);
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DrawLine(new float2(xc - dx, y), new float2(xc + dx, y), 1, color);
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}
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}
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public void SetViewportParams(Size screen, float zoom, int2 scroll)
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{
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shader.SetVec("Scroll", scroll.X, scroll.Y);
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shader.SetVec("r1", zoom * 2f / screen.Width, -zoom * 2f / screen.Height);
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shader.SetVec("r2", -1, 1);
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}
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}
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}
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