Files
OpenRA/OpenRA.Mods.Common/Graphics/VoxelRenderable.cs
2014-11-07 18:18:41 +13:00

187 lines
7.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Graphics
{
public struct VoxelRenderable : IRenderable
{
readonly IEnumerable<VoxelAnimation> voxels;
readonly WPos pos;
readonly int zOffset;
readonly WRot camera;
readonly WRot lightSource;
readonly float[] lightAmbientColor;
readonly float[] lightDiffuseColor;
readonly PaletteReference palette;
readonly PaletteReference normalsPalette;
readonly PaletteReference shadowPalette;
readonly float scale;
// Generated at render-time
VoxelRenderProxy renderProxy;
public VoxelRenderable(IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
PaletteReference color, PaletteReference normals, PaletteReference shadow)
{
this.voxels = voxels;
this.pos = pos;
this.zOffset = zOffset;
this.scale = scale;
this.camera = camera;
this.lightSource = lightSource;
this.lightAmbientColor = lightAmbientColor;
this.lightDiffuseColor = lightDiffuseColor;
this.palette = color;
this.normalsPalette = normals;
this.shadowPalette = shadow;
this.renderProxy = null;
}
public WPos Pos { get { return pos; } }
public float Scale { get { return scale; } }
public PaletteReference Palette { get { return palette; } }
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return false; } }
public IRenderable WithScale(float newScale)
{
return new VoxelRenderable(voxels, pos, zOffset, camera, newScale,
lightSource, lightAmbientColor, lightDiffuseColor,
palette, normalsPalette, shadowPalette);
}
public IRenderable WithPalette(PaletteReference newPalette)
{
return new VoxelRenderable(voxels, pos, zOffset, camera, scale,
lightSource, lightAmbientColor, lightDiffuseColor,
newPalette, normalsPalette, shadowPalette);
}
public IRenderable WithZOffset(int newOffset)
{
return new VoxelRenderable(voxels, pos, newOffset, camera, scale,
lightSource, lightAmbientColor, lightDiffuseColor,
palette, normalsPalette, shadowPalette);
}
public IRenderable OffsetBy(WVec vec)
{
return new VoxelRenderable(voxels, pos + vec, zOffset, camera, scale,
lightSource, lightAmbientColor, lightDiffuseColor,
palette, normalsPalette, shadowPalette);
}
public IRenderable AsDecoration() { return this; }
// This will need generalizing once we support TS/RA2 terrain
static readonly float[] groundNormal = new float[] {0,0,1,1};
public void BeforeRender(WorldRenderer wr)
{
var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
renderProxy = Game.Renderer.WorldVoxelRenderer.RenderAsync(
wr, draw, camera, scale, groundNormal, lightSource,
lightAmbientColor, lightDiffuseColor,
palette, normalsPalette, shadowPalette);
}
public void Render(WorldRenderer wr)
{
// TODO: This is a temporary workaround until we have a proper ramp-aware height calculation
var groundPos = wr.world.Map.CenterOfCell(wr.world.Map.CellContaining(pos));
var ts = Game.modData.Manifest.TileSize;
var groundZ = ts.Height * (groundPos.Z - pos.Z) / 1024f;
var pxOrigin = wr.ScreenPosition(pos);
var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
var psb = renderProxy.ProjectedShadowBounds;
var sa = shadowOrigin + psb[0];
var sb = shadowOrigin + psb[2];
var sc = shadowOrigin + psb[1];
var sd = shadowOrigin + psb[3];
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f*renderProxy.Sprite.size);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var pxOrigin = wr.ScreenPosition(pos);
var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
// Draw sprite rect
var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f*renderProxy.Sprite.size;
Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.size, Color.Red);
// Draw transformed shadow sprite rect
var c = Color.Purple;
var psb = renderProxy.ProjectedShadowBounds;
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[1], shadowOrigin + psb[3], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c, c);
// Draw voxel bounding box
var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
var scaleTransform = Util.ScaleMatrix(scale, scale, scale);
var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());
foreach (var v in draw)
{
var bounds = v.Voxel.Bounds(v.FrameFunc());
var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
(x,y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
var pxOffset = wr.ScreenVector(v.OffsetFunc());
var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
}
}
static readonly uint[] ix = new uint[] {0,0,0,0,3,3,3,3};
static readonly uint[] iy = new uint[] {1,1,4,4,1,1,4,4};
static readonly uint[] iz = new uint[] {2,5,2,5,2,5,2,5};
static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
{
var corners = new float2[8];
for (var i = 0; i < 8; i++)
{
var vec = new float[] {bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1};
var screen = Util.MatrixVectorMultiply(transform, vec);
corners[i] = pxPos + new float2(screen[0], screen[1]);
}
Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[1], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[3], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[2], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[0], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[4], corners[5], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[5], corners[7], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[7], corners[6], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[6], corners[4], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[0], corners[4], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[1], corners[5], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[2], corners[6], c, c);
Game.Renderer.WorldLineRenderer.DrawLine(corners[3], corners[7], c, c);
}
}
}