Files
OpenRA/OpenRA.Game/Graphics/RgbaColorRenderer.cs
2016-02-21 16:30:48 +00:00

276 lines
8.3 KiB
C#

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