Files
OpenRA/OpenRA.Game/Graphics/SpriteRenderable.cs

140 lines
5.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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;
using System.Collections.Generic;
using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public class SpriteRenderable : IPalettedRenderable, IModifyableRenderable, IFinalizedRenderable
{
public static readonly IEnumerable<IRenderable> None = Array.Empty<IRenderable>();
readonly Sprite sprite;
readonly WPos pos;
readonly WVec offset;
readonly int zOffset;
readonly PaletteReference palette;
readonly float scale;
readonly WAngle rotation = WAngle.Zero;
readonly float3 tint;
readonly TintModifiers tintModifiers;
readonly float alpha;
readonly bool isDecoration;
public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha,
float3 tint, TintModifiers tintModifiers, bool isDecoration, WAngle rotation)
{
this.sprite = sprite;
this.pos = pos;
this.offset = offset;
this.zOffset = zOffset;
this.palette = palette;
this.scale = scale;
this.rotation = rotation;
this.tint = tint;
this.isDecoration = isDecoration;
this.tintModifiers = tintModifiers;
this.alpha = alpha;
// PERF: Remove useless palette assignments for RGBA sprites
// 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
if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
this.palette = null;
}
public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float alpha,
float3 tint, TintModifiers tintModifiers, bool isDecoration)
: this(sprite, pos, offset, zOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, WAngle.Zero) { }
public WPos Pos => pos + offset;
public WVec Offset => offset;
public PaletteReference Palette => palette;
public int ZOffset => zOffset;
public bool IsDecoration => isDecoration;
public float Alpha => alpha;
public float3 Tint => tint;
public TintModifiers TintModifiers => tintModifiers;
public IPalettedRenderable WithPalette(PaletteReference newPalette)
{
return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, alpha, tint, tintModifiers, isDecoration, rotation);
}
public IRenderable WithZOffset(int newOffset)
{
return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, rotation);
}
public IRenderable OffsetBy(in WVec vec)
{
return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, alpha, tint, tintModifiers, isDecoration, rotation);
}
public IRenderable AsDecoration()
{
return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, alpha, tint, tintModifiers, true, rotation);
}
public IModifyableRenderable WithAlpha(float newAlpha)
{
return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, newAlpha, tint, tintModifiers, isDecoration, rotation);
}
public IModifyableRenderable WithTint(in float3 newTint, TintModifiers newTintModifiers)
{
return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, alpha, newTint, newTintModifiers, isDecoration, rotation);
}
float3 ScreenPosition(WorldRenderer wr)
{
var s = 0.5f * scale * sprite.Size;
return wr.Screen3DPxPosition(pos) + wr.ScreenPxOffset(offset) - new float3((int)s.X, (int)s.Y, s.Z);
}
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
var wsr = Game.Renderer.WorldSpriteRenderer;
var t = alpha * tint;
if (wr.TerrainLighting != null && (tintModifiers & TintModifiers.IgnoreWorldTint) == 0)
t *= wr.TerrainLighting.TintAt(pos);
// Shader interprets negative alpha as a flag to use the tint colour directly instead of multiplying the sprite colour
var a = alpha;
if ((tintModifiers & TintModifiers.ReplaceColor) != 0)
a *= -1;
wsr.DrawSprite(sprite, palette, ScreenPosition(wr), scale, t, a, rotation.RendererRadians());
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var pos = ScreenPosition(wr) + sprite.Offset;
var tl = wr.Viewport.WorldToViewPx(pos);
var br = wr.Viewport.WorldToViewPx(pos + sprite.Size);
if (rotation == WAngle.Zero)
Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.Red);
else
Game.Renderer.RgbaColorRenderer.DrawPolygon(Util.RotateQuad(tl, br - tl, rotation.RendererRadians()), 1, Color.Red);
}
public Rectangle ScreenBounds(WorldRenderer wr)
{
var screenOffset = ScreenPosition(wr) + sprite.Offset;
return Util.BoundingRectangle(screenOffset, sprite.Size, rotation.RendererRadians());
}
}
}