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OpenRA/OpenRA.Mods.Common/Traits/World/ShroudRenderer.cs

303 lines
9.9 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;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class ShroudRendererInfo : ITraitInfo
{
public readonly string Sequence = "shroud";
public readonly string[] ShroudVariants = new[] { "shroud" };
public readonly string[] FogVariants = new[] { "fog" };
public readonly string ShroudPalette = "shroud";
public readonly string FogPalette = "fog";
[Desc("Bitfield of shroud directions for each frame. Lower four bits are",
"corners clockwise from TL; upper four are edges clockwise from top")]
public readonly int[] Index = new[] { 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 };
[Desc("Use the upper four bits when calculating frame")]
public readonly bool UseExtendedIndex = false;
[Desc("Override for source art that doesn't define a fully shrouded tile")]
public readonly string OverrideFullShroud = null;
public readonly int OverrideShroudIndex = 15;
[Desc("Override for source art that doesn't define a fully fogged tile")]
public readonly string OverrideFullFog = null;
public readonly int OverrideFogIndex = 15;
public readonly BlendMode ShroudBlend = BlendMode.Alpha;
public object Create(ActorInitializer init) { return new ShroudRenderer(init.world, this); }
}
public class ShroudRenderer : IRenderShroud, IWorldLoaded
{
[Flags]
enum Edges : byte
{
None = 0,
TopLeft = 0x01,
TopRight = 0x02,
BottomRight = 0x04,
BottomLeft = 0x08,
AllCorners = TopLeft | TopRight | BottomRight | BottomLeft,
TopSide = 0x10,
RightSide = 0x20,
BottomSide = 0x40,
LeftSide = 0x80,
AllSides = TopSide | RightSide | BottomSide | LeftSide,
Top = TopSide | TopLeft | TopRight,
Right = RightSide | TopRight | BottomRight,
Bottom = BottomSide | BottomRight | BottomLeft,
Left = LeftSide | TopLeft | BottomLeft,
All = Top | Right | Bottom | Left
}
struct ShroudTile
{
public readonly float2 ScreenPosition;
public readonly byte Variant;
public Sprite Fog;
public Sprite Shroud;
public ShroudTile(float2 screenPosition, byte variant)
{
ScreenPosition = screenPosition;
Variant = variant;
Fog = null;
Shroud = null;
}
}
readonly ShroudRendererInfo info;
readonly Sprite[] shroudSprites, fogSprites;
readonly byte[] spriteMap;
readonly CellLayer<ShroudTile> tiles;
readonly byte variantStride;
readonly Map map;
readonly Edges notVisibleEdges;
bool clearedForNullShroud;
int lastShroudHash;
CellRegion updatedRegion;
PaletteReference fogPalette, shroudPalette;
public ShroudRenderer(World world, ShroudRendererInfo info)
{
if (info.ShroudVariants.Length != info.FogVariants.Length)
throw new ArgumentException("ShroudRenderer must define the same number of shroud and fog variants!", "info");
if ((info.OverrideFullFog == null) ^ (info.OverrideFullShroud == null))
throw new ArgumentException("ShroudRenderer cannot define overrides for only one of shroud or fog!", "info");
if (info.ShroudVariants.Length > byte.MaxValue)
throw new ArgumentException("ShroudRenderer cannot define this many shroud and fog variants.", "info");
if (info.Index.Length >= byte.MaxValue)
throw new ArgumentException("ShroudRenderer cannot define this many indexes for shroud directions.", "info");
this.info = info;
map = world.Map;
tiles = new CellLayer<ShroudTile>(map);
// Load sprite variants
var variantCount = info.ShroudVariants.Length;
variantStride = (byte)(info.Index.Length + (info.OverrideFullShroud != null ? 1 : 0));
shroudSprites = new Sprite[variantCount * variantStride];
fogSprites = new Sprite[variantCount * variantStride];
for (var j = 0; j < variantCount; j++)
{
var shroud = map.SequenceProvider.GetSequence(info.Sequence, info.ShroudVariants[j]);
var fog = map.SequenceProvider.GetSequence(info.Sequence, info.FogVariants[j]);
for (var i = 0; i < info.Index.Length; i++)
{
shroudSprites[j * variantStride + i] = shroud.GetSprite(i);
fogSprites[j * variantStride + i] = fog.GetSprite(i);
}
if (info.OverrideFullShroud != null)
{
var i = (j + 1) * variantStride - 1;
shroudSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullShroud).GetSprite(0);
fogSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullFog).GetSprite(0);
}
}
// Mapping of shrouded directions -> sprite index
spriteMap = new byte[(byte)(info.UseExtendedIndex ? Edges.All : Edges.AllCorners) + 1];
for (var i = 0; i < info.Index.Length; i++)
spriteMap[info.Index[i]] = (byte)i;
if (info.OverrideFullShroud != null)
spriteMap[info.OverrideShroudIndex] = (byte)(variantStride - 1);
notVisibleEdges = info.UseExtendedIndex ? Edges.AllSides : Edges.AllCorners;
}
Edges GetEdges(CPos p, Func<CPos, bool> isVisible)
{
if (!isVisible(p))
return notVisibleEdges;
// If a side is shrouded then we also count the corners
var u = Edges.None;
if (!isVisible(p + new CVec(0, -1))) u |= Edges.Top;
if (!isVisible(p + new CVec(1, 0))) u |= Edges.Right;
if (!isVisible(p + new CVec(0, 1))) u |= Edges.Bottom;
if (!isVisible(p + new CVec(-1, 0))) u |= Edges.Left;
var ucorner = u & Edges.AllCorners;
if (!isVisible(p + new CVec(-1, -1))) u |= Edges.TopLeft;
if (!isVisible(p + new CVec(1, -1))) u |= Edges.TopRight;
if (!isVisible(p + new CVec(1, 1))) u |= Edges.BottomRight;
if (!isVisible(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
// RA provides a set of frames for tiles with shrouded
// corners but unshrouded edges. We want to detect this
// situation without breaking the edge -> corner enabling
// in other combinations. The XOR turns off the corner
// bits that are enabled twice, which gives the behavior
// we want here.
return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
}
Edges GetObserverEdges(CPos p)
{
var u = Edges.None;
if (!map.Contains(p + new CVec(0, -1))) u |= Edges.Top;
if (!map.Contains(p + new CVec(1, 0))) u |= Edges.Right;
if (!map.Contains(p + new CVec(0, 1))) u |= Edges.Bottom;
if (!map.Contains(p + new CVec(-1, 0))) u |= Edges.Left;
var ucorner = u & Edges.AllCorners;
if (!map.Contains(p + new CVec(-1, -1))) u |= Edges.TopLeft;
if (!map.Contains(p + new CVec(1, -1))) u |= Edges.TopRight;
if (!map.Contains(p + new CVec(1, 1))) u |= Edges.BottomRight;
if (!map.Contains(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
// Initialize tile cache
// Adds a 1-cell border around the border to cover any sprites peeking outside the map
foreach (var cell in CellRegion.Expand(w.Map.Cells, 1))
{
var screen = wr.ScreenPosition(w.Map.CenterOfCell(cell));
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tiles[cell] = new ShroudTile(screen, variant);
// Set the cells outside the border so they don't need to be touched again
if (!map.Contains(cell))
{
var shroudTile = tiles[cell];
shroudTile.Shroud = GetTile(shroudSprites, notVisibleEdges, variant);
tiles[cell] = shroudTile;
}
}
fogPalette = wr.Palette(info.FogPalette);
shroudPalette = wr.Palette(info.ShroudPalette);
}
Sprite GetTile(Sprite[] sprites, Edges edges, int variant)
{
if (edges == Edges.None)
return null;
return sprites[variant * variantStride + spriteMap[(byte)edges]];
}
void Update(Shroud shroud, CellRegion region)
{
if (shroud != null)
{
// If the current shroud hasn't changed and we have already updated the specified area, we don't need to do anything.
if (lastShroudHash == shroud.Hash && !clearedForNullShroud && updatedRegion != null && updatedRegion.Contains(region))
return;
lastShroudHash = shroud.Hash;
clearedForNullShroud = false;
updatedRegion = region;
UpdateShroud(shroud);
}
else if (!clearedForNullShroud)
{
// We need to clear any applied shroud.
clearedForNullShroud = true;
updatedRegion = new CellRegion(map.TileShape, new CPos(0, 0), new CPos(-1, -1));
UpdateNullShroud();
}
}
void UpdateShroud(Shroud shroud)
{
var visibleUnderShroud = shroud.IsExploredTest(updatedRegion);
var visibleUnderFog = shroud.IsVisibleTest(updatedRegion);
foreach (var cell in updatedRegion)
{
var shrouded = GetEdges(cell, visibleUnderShroud);
var fogged = GetEdges(cell, visibleUnderFog);
var shroudTile = tiles[cell];
var variant = shroudTile.Variant;
shroudTile.Shroud = GetTile(shroudSprites, shrouded, variant);
shroudTile.Fog = GetTile(fogSprites, fogged, variant);
tiles[cell] = shroudTile;
}
}
void UpdateNullShroud()
{
foreach (var cell in map.Cells)
{
var edges = GetObserverEdges(cell);
var shroudTile = tiles[cell];
var variant = shroudTile.Variant;
shroudTile.Shroud = GetTile(shroudSprites, edges, variant);
shroudTile.Fog = GetTile(fogSprites, edges, variant);
tiles[cell] = shroudTile;
}
}
public void RenderShroud(WorldRenderer wr, Shroud shroud)
{
Update(shroud, wr.Viewport.VisibleCells);
foreach (var cell in CellRegion.Expand(wr.Viewport.VisibleCells, 1))
{
var t = tiles[cell];
if (t.Shroud != null)
{
var pos = t.ScreenPosition - 0.5f * t.Shroud.size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Shroud, pos, shroudPalette);
}
if (t.Fog != null)
{
var pos = t.ScreenPosition - 0.5f * t.Fog.size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Fog, pos, fogPalette);
}
}
}
}
}