Пример #1
0
        public void RenderAfterWorld(WorldRenderer wr, Actor self)
        {
            foreach (var i in impacts)
            {
                var alpha = 255.0f * i.Time / info.DisplayDuration;
                var rangeStep = alpha / i.Range.Length;

                RangeCircleRenderable.DrawRangeCircle(wr, i.CenterPosition, i.OuterRange,
                    1, Color.FromArgb((int)alpha, i.Color), 0, i.Color);

                foreach (var r in i.Range)
                {
                    var tl = wr.ScreenPosition(i.CenterPosition - new WVec(r.Length, r.Length, 0));
                    var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
                    var rect = RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y);

                    Game.Renderer.WorldRgbaColorRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, i.Color));

                    alpha -= rangeStep;
                }

                if (!wr.World.Paused)
                    i.Time--;
            }

            impacts.RemoveAll(i => i.Time == 0);
        }
Пример #2
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		public void Render(WorldRenderer wr)
		{
			// Need at least 4 points to smooth the contrail over
			if (length - skip < 4)
				return;

			var wlr = Game.Renderer.WorldLineRenderer;
			var oldWidth = wlr.LineWidth;
			wlr.LineWidth = wr.Viewport.Zoom;

			// Start of the first line segment is the tail of the list - don't smooth it.
			var curPos = trail[Index(next - skip - 1)];
			var curColor = color;
			for (var i = 0; i < length - skip - 4; i++)
			{
				var j = next - skip - i - 2;
				var nextPos = Average(trail[Index(j)], trail[Index(j - 1)], trail[Index(j - 2)], trail[Index(j - 3)]);
				var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent);

				if (!world.FogObscures(curPos) && !world.FogObscures(nextPos))
					wlr.DrawLine(wr.ScreenPosition(curPos), wr.ScreenPosition(nextPos), curColor, nextColor);

				curPos = nextPos;
				curColor = nextColor;
			}

			wlr.LineWidth = oldWidth;
		}
Пример #3
0
        public void RenderAfterWorld(WorldRenderer wr, Actor self)
        {
            if (devMode == null || !devMode.ShowMuzzles)
                return;

            if (health.Value != null)
                wr.DrawRangeCircle(Color.Red, wr.ScreenPxPosition(self.CenterPosition), health.Value.Info.Radius / Game.CellSize);

            var wlr = Game.Renderer.WorldLineRenderer;
            var c = Color.White;

            foreach (var a in armaments.Value)
            {
                foreach (var b in a.Barrels)
                {
                    var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
                    var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));

                    var sm = wr.ScreenPosition(muzzle);
                    var sd = wr.ScreenPosition(muzzle + dirOffset);
                    wlr.DrawLine(sm, sd, c, c);
                    wr.DrawTargetMarker(c, sm);
                }
            }
        }
Пример #4
0
		public void Render(WorldRenderer wr)
		{
			var wlr = Game.Renderer.WorldLineRenderer;
			var src = wr.ScreenPosition(pos);
			var dest = wr.ScreenPosition(pos + length);

			var oldWidth = wlr.LineWidth;
			wlr.LineWidth = wr.Viewport.Zoom * width;
			wlr.DrawLine(src, dest, color);
			wlr.LineWidth = oldWidth;
		}
Пример #5
0
        public void RenderAfterWorld(WorldRenderer wr, Actor self)
        {
            if (devMode == null || !devMode.ShowCombatGeometry)
                return;

            if (health.Value != null)
                wr.DrawRangeCircle(self.CenterPosition, health.Value.Info.Radius, Color.Red);

            // No armaments to draw
            if (attack.Value == null)
                return;

            var wlr = Game.Renderer.WorldLineRenderer;
            var c = Color.White;

            // Fire ports on garrisonable structures
            var garrison = attack.Value as AttackGarrisoned;
            if (garrison != null)
            {
                var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
                foreach (var p in garrison.Ports)
                {
                    var pos = self.CenterPosition + coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
                    var da = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation));
                    var db = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation));

                    var o = wr.ScreenPosition(pos);
                    var a = wr.ScreenPosition(pos + da * 224 / da.Length);
                    var b = wr.ScreenPosition(pos + db * 224 / db.Length);
                    wlr.DrawLine(o, a, c, c);
                    wlr.DrawLine(o, b, c, c);
                }

                return;
            }

            foreach (var a in attack.Value.Armaments)
            {
                foreach (var b in a.Barrels)
                {
                    var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
                    var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));

                    var sm = wr.ScreenPosition(muzzle);
                    var sd = wr.ScreenPosition(muzzle + dirOffset);
                    wlr.DrawLine(sm, sd, c, c);
                    wr.DrawTargetMarker(c, sm);
                }
            }
        }
Пример #6
0
		public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
		{
			var bright = wr.world.Map.SequenceProvider.GetSequence(image, "bright");
			var dim = wr.world.Map.SequenceProvider.GetSequence(image, "dim");
			
			var source = wr.ScreenPosition(pos);
			var target = wr.ScreenPosition(pos + length);
			
			for (var n = 0; n < dimZaps; n++)
				foreach (var z in DrawZapWandering(wr, source, target, dim, palette))
					yield return z;
			for (var n = 0; n < brightZaps; n++)
				foreach (var z in DrawZapWandering(wr, source, target, bright, palette))
					yield return z;
		}
Пример #7
0
        public static void DrawRangeCircle(WorldRenderer wr, WPos centerPosition, WDist radius,
			float width, Color color, float contrastWidth, Color contrastColor)
        {
            var wcr = Game.Renderer.WorldRgbaColorRenderer;
            var offset = new WVec(radius.Length, 0, 0);
            for (var i = 0; i < RangeCircleSegments; i++)
            {
                var a = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleStartRotations[i]));
                var b = wr.ScreenPosition(centerPosition + offset.Rotate(RangeCircleEndRotations[i]));

                if (contrastWidth > 0)
                    wcr.DrawLine(a, b, contrastWidth / wr.Viewport.Zoom, contrastColor);

                if (width > 0)
                    wcr.DrawLine(a, b, width / wr.Viewport.Zoom, color);
            }
        }
Пример #8
0
        public void RenderAfterWorld(WorldRenderer wr, Actor self)
        {
            if (devMode == null || !devMode.ShowMuzzles)
                return;

            var wlr = Game.Renderer.WorldLineRenderer;
            var c = Color.White;

            foreach (var a in armaments.Value)
                foreach (var b in a.Barrels)
                {
                    var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
                    var dirOffset = new WVec(0,-224,0).Rotate(a.MuzzleOrientation(self, b));

                    var sm = wr.ScreenPosition(muzzle);
                    var sd = wr.ScreenPosition(muzzle + dirOffset);
                    wlr.DrawLine(sm, sd, c, c);
                    wlr.DrawLine(sm + new float2(-1, -1), sm + new float2(-1, 1), c, c);
                    wlr.DrawLine(sm + new float2(-1, 1), sm + new float2(1, 1), c, c);
                    wlr.DrawLine(sm + new float2(1, 1), sm + new float2(1, -1), c, c);
                    wlr.DrawLine(sm + new float2(1, -1), sm + new float2(-1, -1), c, c);
                }
        }
Пример #9
0
        public TerrainRenderer(World world, WorldRenderer wr)
        {
            this.world = world;
            this.map   = world.Map;

            var terrainPalette = wr.Palette("terrain").Index;
            var vertices       = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
            var nv             = 0;

            foreach (var cell in map.Cells)
            {
                var tile = wr.Theater.TileSprite(map.MapTiles.Value[cell]);
                var pos  = wr.ScreenPosition(map.CenterOfCell(cell)) - 0.5f * tile.size;
                Util.FastCreateQuad(vertices, pos, tile, terrainPalette, nv, tile.size);
                nv += 4;
            }

            vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(vertices.Length);
            vertexBuffer.SetData(vertices, nv);
        }
Пример #10
0
		public TerrainRenderer(World world, WorldRenderer wr)
		{
			this.world = world;
			this.map = world.Map;

			var terrainPalette = wr.Palette("terrain").Index;
			var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
			var nv = 0;

			foreach (var cell in map.Cells)
			{
				var tile = wr.Theater.TileSprite(map.MapTiles.Value[cell]);
				var pos = wr.ScreenPosition(map.CenterOfCell(cell)) - 0.5f * tile.size;
				Util.FastCreateQuad(vertices, pos, tile, terrainPalette, nv, tile.size);
				nv += 4;
			}

			vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(vertices.Length);
			vertexBuffer.SetData(vertices, nv);
		}
Пример #11
0
        public TerrainRenderer(World world, WorldRenderer wr)
        {
            this.world = world;
            this.map   = world.Map;

            var terrainPalette = wr.Palette("terrain").Index;
            var vertices       = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
            int nv             = 0;

            for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
            {
                for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
                {
                    var tile = wr.Theater.TileSprite(map.MapTiles.Value[i, j]);
                    var pos  = wr.ScreenPosition(new CPos(i, j).CenterPosition) - 0.5f * tile.size;
                    Util.FastCreateQuad(vertices, pos, tile, terrainPalette, nv, tile.size);
                    nv += 4;
                }
            }

            vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(vertices.Length);
            vertexBuffer.SetData(vertices, nv);
        }
Пример #12
0
        public TerrainRenderer(World world, WorldRenderer wr)
        {
            this.world = world;
            this.map = world.Map;

            var terrainPalette = wr.Palette("terrain").Index;
            var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
            int nv = 0;

            for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
            {
                for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
                {
                    var tile = wr.Theater.TileSprite(map.MapTiles.Value[i, j]);
                    var pos = wr.ScreenPosition(new CPos(i, j).CenterPosition) - 0.5f * tile.size;
                    Util.FastCreateQuad(vertices, pos, tile, terrainPalette, nv, tile.size);
                    nv += 4;
                }
            }

            vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(vertices.Length);
            vertexBuffer.SetData(vertices, nv);
        }
Пример #13
0
        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);
            }
        }
Пример #14
0
        public void WorldLoaded(World w, WorldRenderer wr)
        {
            // Cache the tile positions to avoid unnecessary calculations
            for (var i = bounds.Left; i < bounds.Right; i++)
            {
                for (var j = bounds.Top; j < bounds.Bottom; j++)
                {
                    var k = j * tileStride + i;
                    tiles[k].Position = new CPos(i, j);
                    tiles[k].ScreenPosition = wr.ScreenPosition(tiles[k].Position.CenterPosition);
                }
            }

            fogPalette = wr.Palette("fog");
            shroudPalette = wr.Palette("shroud");
        }
Пример #15
0
        public void RenderAfterWorld(WorldRenderer wr, Actor self)
        {
            if (devMode == null || !devMode.ShowCombatGeometry)
                return;

            var wcr = Game.Renderer.WorldRgbaColorRenderer;
            var iz = 1 / wr.Viewport.Zoom;

            if (healthInfo != null)
                healthInfo.Shape.DrawCombatOverlay(wr, wcr, self);

            var blockers = allBlockers.Where(Exts.IsTraitEnabled).ToList();
            if (blockers.Count > 0)
            {
                var hc = Color.Orange;
                var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length));
                var ha = wr.ScreenPosition(self.CenterPosition);
                var hb = wr.ScreenPosition(self.CenterPosition + height);
                wcr.DrawLine(ha, hb, iz, hc);
                TargetLineRenderable.DrawTargetMarker(wr, hc, ha);
                TargetLineRenderable.DrawTargetMarker(wr, hc, hb);
            }

            foreach (var attack in self.TraitsImplementing<AttackBase>().Where(x => !x.IsTraitDisabled))
                DrawArmaments(self, attack, wr, wcr, iz);
        }
Пример #16
0
        public void WorldLoaded(World w, WorldRenderer wr)
        {
            // Initialize tile cache
            // This includes the region outside the visible area to cover any sprites peeking outside the map
            foreach (var uv in w.Map.AllCells.MapCoords)
            {
                var pos = w.Map.CenterOfCell(uv.ToCPos(map));
                var screen = wr.ScreenPosition(pos - new WVec(0, 0, pos.Z));
                var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
                tileInfos[uv] = new TileInfo(screen, variant);
            }

            // Dirty the whole projected space
            DirtyCells(map.AllCells.MapCoords.Select(uv => (PPos)uv));

            // All tiles are visible in the editor
            if (w.Type == WorldType.Editor)
                visibleUnderShroud = _ => true;
            else
                visibleUnderShroud = puv => map.Contains(puv);

            visibleUnderFog = puv => map.Contains(puv);

            var shroudSheet = shroudSprites[0].Sheet;
            if (shroudSprites.Any(s => s.Sheet != shroudSheet))
                throw new InvalidDataException("Shroud sprites span multiple sheets. Try loading their sequences earlier.");

            var shroudBlend = shroudSprites[0].BlendMode;
            if (shroudSprites.Any(s => s.BlendMode != shroudBlend))
                throw new InvalidDataException("Shroud sprites must all use the same blend mode.");

            var fogSheet = fogSprites[0].Sheet;
            if (fogSprites.Any(s => s.Sheet != fogSheet))
                throw new InvalidDataException("Fog sprites span multiple sheets. Try loading their sequences earlier.");

            var fogBlend = fogSprites[0].BlendMode;
            if (fogSprites.Any(s => s.BlendMode != fogBlend))
                throw new InvalidDataException("Fog sprites must all use the same blend mode.");

            shroudLayer = new TerrainSpriteLayer(w, wr, shroudSheet, shroudBlend, wr.Palette(info.ShroudPalette), false);
            fogLayer = new TerrainSpriteLayer(w, wr, fogSheet, fogBlend, wr.Palette(info.FogPalette), false);
        }
Пример #17
0
		public void Render(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));

			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);
		}
Пример #18
0
        void DrawArmaments(Actor self, AttackBase attack, WorldRenderer wr, RgbaColorRenderer wcr, float iz)
        {
            var c = Color.White;

            // Fire ports on garrisonable structures
            var garrison = attack as AttackGarrisoned;
            if (garrison != null)
            {
                var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
                foreach (var p in garrison.Info.Ports)
                {
                    var pos = self.CenterPosition + coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
                    var da = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation));
                    var db = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation));

                    var o = wr.ScreenPosition(pos);
                    var a = wr.ScreenPosition(pos + da * 224 / da.Length);
                    var b = wr.ScreenPosition(pos + db * 224 / db.Length);
                    wcr.DrawLine(o, a, iz, c);
                    wcr.DrawLine(o, b, iz, c);
                }

                return;
            }

            foreach (var a in attack.Armaments)
            {
                foreach (var b in a.Barrels)
                {
                    var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
                    var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));

                    var sm = wr.ScreenPosition(muzzle);
                    var sd = wr.ScreenPosition(muzzle + dirOffset);
                    wcr.DrawLine(sm, sd, iz, c);
                    TargetLineRenderable.DrawTargetMarker(wr, c, sm);
                }
            }
        }
Пример #19
0
 public void Render(WorldRenderer wr)
 {
     var screenPos = wr.Viewport.Zoom*(wr.ScreenPosition(pos) - wr.Viewport.TopLeft.ToFloat2()) - 0.5f*font.Measure(text).ToFloat2();
     var screenPxPos = new float2((float)Math.Round(screenPos.X), (float)Math.Round(screenPos.Y));
     font.DrawTextWithContrast(text, screenPxPos, color, Color.Black, 1);
 }
Пример #20
0
        public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
        {
            var a = actor.CenterPosition + new WVec(PointA.X, PointA.Y, 0).Rotate(actor.Orientation);
            var b = actor.CenterPosition + new WVec(PointB.X, PointB.Y, 0).Rotate(actor.Orientation);

            var offset = new WVec(a.Y - b.Y, b.X - a.X, 0);
            offset = offset * Radius.Length / offset.Length;

            var c = Color.Yellow;
            RangeCircleRenderable.DrawRangeCircle(wr, a, Radius, 1, c, 0, c);
            RangeCircleRenderable.DrawRangeCircle(wr, b, Radius, 1, c, 0, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a - offset), wr.ScreenPosition(b - offset) }, 1, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a + offset), wr.ScreenPosition(b + offset) }, 1, c);
        }
Пример #21
0
		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 = Game.CosmeticRandom.Next(info.ShroudVariants.Length);
				tiles[cell] = new ShroudTile(cell, screen, variant);

				// Set the cells outside the border so they don't need to be touched again
				if (!map.Contains(cell))
				{
					var index = info.UseExtendedIndex ? 240 : 15;
					tiles[cell].Shroud = shroudSprites[variant * variantStride + spriteMap[index]];
				}
			}

			fogPalette = wr.Palette(info.FogPalette);
			shroudPalette = wr.Palette(info.ShroudPalette);
		}
Пример #22
0
            public void RenderDebugGeometry(WorldRenderer wr)
            {
                var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);
                var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
                var pxOrigin = wr.ScreenPosition(voxel.pos);
                var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
                var iz = 1 / wr.Viewport.Zoom;

                // Draw sprite rect
                var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
                Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset, offset + renderProxy.Sprite.Size, iz, Color.Red);

                // Draw transformed shadow sprite rect
                var c = Color.Purple;
                var psb = renderProxy.ProjectedShadowBounds;

                Game.Renderer.WorldRgbaColorRenderer.DrawPolygon(new[]
                {
                    shadowOrigin + psb[1],
                    shadowOrigin + psb[3],
                    shadowOrigin + psb[0],
                    shadowOrigin + psb[2]
                }, iz, c);

                // Draw voxel bounding box
                var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
                var scaleTransform = OpenRA.Graphics.Util.ScaleMatrix(voxel.scale, voxel.scale, voxel.scale);
                var cameraTransform = OpenRA.Graphics.Util.MakeFloatMatrix(voxel.camera.AsMatrix());

                foreach (var v in draw)
                {
                    var bounds = v.Voxel.Bounds(v.FrameFunc());
                    var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
                        (x, y) => OpenRA.Graphics.Util.MatrixMultiply(x, OpenRA.Graphics.Util.MakeFloatMatrix(y.AsMatrix())));

                    float sx, sy, sz;
                    wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
                    var pxPos = pxOrigin + new float2(sx, sy);
                    var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
                    DrawBoundsBox(pxPos, screenTransform, bounds, iz, Color.Yellow);
                }
            }
Пример #23
0
			public Rectangle ScreenBounds(WorldRenderer wr)
			{
				var pxOrigin = wr.ScreenPosition(voxel.pos);
				var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
				var scaleTransform = Util.ScaleMatrix(voxel.scale, voxel.scale, voxel.scale);
				var cameraTransform = Util.MakeFloatMatrix(voxel.camera.AsMatrix());

				var minX = float.MaxValue;
				var minY = float.MaxValue;
				var maxX = float.MinValue;
				var maxY = float.MinValue;
				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())));

					float sx, sy, sz;
					wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
					var pxPos = pxOrigin + new float2(sx, sy);
					var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);

					for (var i = 0; i < 8; i++)
					{
						var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
						var screen = Util.MatrixVectorMultiply(screenTransform, vec);
						minX = Math.Min(minX, pxPos.X + screen[0]);
						minY = Math.Min(minY, pxPos.Y + screen[1]);
						maxX = Math.Max(maxX, pxPos.X + screen[0]);
						maxY = Math.Max(maxY, pxPos.Y + screen[1]);
					}
				}

				return Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY);
			}
Пример #24
0
			public void Render(WorldRenderer wr)
			{
				var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);

				var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;

				var pxOrigin = wr.ScreenPosition(voxel.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);
			}
Пример #25
0
        public void Render(WorldRenderer wr)
        {
            // Need at least 4 points to smooth the contrail over
            if (length - skip < 4)
                return;

            var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
            var wcr = Game.Renderer.WorldRgbaColorRenderer;

            // Start of the first line segment is the tail of the list - don't smooth it.
            var curPos = trail[Index(next - skip - 1)];
            var curColor = color;
            for (var i = 0; i < length - skip - 4; i++)
            {
                var j = next - skip - i - 2;
                var nextPos = Average(trail[Index(j)], trail[Index(j - 1)], trail[Index(j - 2)], trail[Index(j - 3)]);
                var nextColor = Exts.ColorLerp(i * 1f / (length - 4), color, Color.Transparent);

                if (!world.FogObscures(curPos) && !world.FogObscures(nextPos))
                    wcr.DrawLine(wr.ScreenPosition(curPos), wr.ScreenPosition(nextPos), screenWidth, curColor, nextColor);

                curPos = nextPos;
                curColor = nextColor;
            }
        }
Пример #26
0
 public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
 {
     var verts = combatOverlayVerts.Select(v => wr.ScreenPosition(actor.CenterPosition + v.Rotate(actor.Orientation)));
     wcr.DrawPolygon(verts.ToArray(), 1, Color.Yellow);
 }
Пример #27
0
        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 uv in CellRegion.Expand(w.Map.Cells, 1).MapCoords)
            {
                var screen = wr.ScreenPosition(w.Map.CenterOfCell(uv.ToCPos(map)));
                var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
                tileInfos[uv] = new TileInfo(screen, variant);
            }

            fogPalette = wr.Palette(info.FogPalette);
            shroudPalette = wr.Palette(info.ShroudPalette);

            wr.PaletteInvalidated += () =>
            {
                mapBorderShroudIsCached = false;
                MarkCellsDirty(CellRegion.Expand(map.Cells, 1));
            };
        }
Пример #28
0
        public void Render(WorldRenderer wr)
        {
            var vecLength = length.Length;
            if (vecLength == 0)
                return;

            if (shape == BeamRenderableShape.Flat)
            {
                var delta = length * width.Length / (2 * vecLength);
                var corner = new WVec(-delta.Y, delta.X, delta.Z);
                var a = wr.ScreenPosition(pos - corner);
                var b = wr.ScreenPosition(pos + corner);
                var c = wr.ScreenPosition(pos + corner + length);
                var d = wr.ScreenPosition(pos - corner + length);
                Game.Renderer.WorldRgbaColorRenderer.FillRect(a, b, c, d, color);
            }
            else
            {
                var start = wr.ScreenPosition(pos);
                var end = wr.ScreenPosition(pos + length);
                var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
                Game.Renderer.WorldRgbaColorRenderer.DrawLine(start, end, screenWidth, color);
            }
        }
Пример #29
0
        public void Render(WorldRenderer wr)
        {
            var wcr = Game.Renderer.WorldRgbaColorRenderer;
            var center = wr.ScreenPosition(centerPosition);

            for (var i = 0; i < trailCount; i++)
            {
                var angle = trailAngle - new WAngle(i * (trailSeparation.Angle <= 512 ? 1 : -1));
                var length = radius.Length * new WVec(angle.Cos(), angle.Sin(), 0) / 1024;
                var end = wr.ScreenPosition(centerPosition + length);
                var alpha = color.A - i * color.A / trailCount;

                wcr.DrawLine(center, end, 3, Color.FromArgb(alpha, contrastColor));
                wcr.DrawLine(center, end, 1, Color.FromArgb(alpha, color));
            }

            RangeCircleRenderable.DrawRangeCircle(wr, centerPosition, radius, 1, color, 3, contrastColor);
        }
Пример #30
0
			public void RenderDebugGeometry(WorldRenderer wr)
			{
				var pxOrigin = wr.ScreenPosition(voxel.pos);
				var groundZ = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(voxel.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);
				Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c);
				Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c);
				Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c);

				// Draw voxel bounding box
				var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
				var scaleTransform = Util.ScaleMatrix(voxel.scale, voxel.scale, voxel.scale);
				var cameraTransform = Util.MakeFloatMatrix(voxel.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())));

					float sx, sy, sz;
					wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
					var pxPos = pxOrigin + new float2(sx, sy);
					var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
					DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
				}
			}
Пример #31
0
            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(voxel.pos));

                var ts = Game.ModData.Manifest.TileSize;
                var groundZ = ts.Height * (groundPos.Z - voxel.pos.Z) / 1024f;

                var pxOrigin = wr.ScreenPosition(voxel.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);
            }
Пример #32
0
        public void Render(WorldRenderer wr)
        {
            var wlr = Game.Renderer.WorldLineRenderer;
            var src = wr.ScreenPosition(pos);
            var dest = wr.ScreenPosition(pos + length);

            var lineWidth = wlr.LineWidth;
            if (lineWidth != width)
            {
                wlr.Flush();
                wlr.LineWidth = width;
            }

            wlr.DrawLine(src, dest, color, color);

            if (lineWidth != width)
            {
                wlr.Flush();
                wlr.LineWidth = lineWidth;
            }
        }
Пример #33
0
        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);
        }