public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { var actorPos = actor.CenterPosition; var a = actorPos + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(actor.Orientation); var b = actorPos + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(actor.Orientation); var aa = actorPos + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(actor.Orientation); var bb = actorPos + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(actor.Orientation); var offset1 = new WVec(a.Y - b.Y, b.X - a.X, 0); offset1 = offset1 * Radius.Length / offset1.Length; var offset2 = new WVec(aa.Y - bb.Y, bb.X - aa.X, 0); offset2 = offset2 * Radius.Length / offset2.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 - offset1), wr.ScreenPosition(b - offset1) }, 1, c); wcr.DrawLine(new[] { wr.ScreenPosition(a + offset1), wr.ScreenPosition(b + offset1) }, 1, c); RangeCircleRenderable.DrawRangeCircle(wr, aa, Radius, 1, c, 0, c); RangeCircleRenderable.DrawRangeCircle(wr, bb, Radius, 1, c, 0, c); wcr.DrawLine(new[] { wr.ScreenPosition(aa - offset2), wr.ScreenPosition(bb - offset2) }, 1, c); wcr.DrawLine(new[] { wr.ScreenPosition(aa + offset2), wr.ScreenPosition(bb + offset2) }, 1, c); }
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { var actorPos = actor.CenterPosition; var orientation = new WRot(actor.Orientation.Roll, actor.Orientation.Pitch, new WAngle(actor.Orientation.Yaw.Angle + (RotateToIsometry ? 128 : 0))); var targetablePositions = actor.TraitsImplementing <ITargetablePositions>(); if (ApplyToAllTargetablePositions && targetablePositions.Any()) { var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor)); foreach (var pos in positions) { var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation))); var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation))); wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow); wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow); } } else { var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation))); var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation))); wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow); wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow); } }
public ExitsDebugOverlay(Actor self, ExitsDebugOverlayInfo info) { this.info = info; manager = self.World.WorldActor.TraitOrDefault <ExitsDebugOverlayManager>(); rgbaRenderer = Game.Renderer.WorldRgbaColorRenderer; exits = self.Info.TraitInfos <ExitInfo>().ToArray(); }
public Renderer(GraphicSettings graphicSettings, ServerSettings serverSettings) { var resolution = GetResolution(graphicSettings); var rendererName = serverSettings.Dedicated ? "Null" : graphicSettings.Renderer; var rendererPath = Platform.ResolvePath(".", "OpenRA.Platforms." + rendererName + ".dll"); Device = CreateDevice(Assembly.LoadFile(rendererPath), resolution.Width, resolution.Height, graphicSettings.Mode); if (!serverSettings.Dedicated) { TempBufferSize = graphicSettings.BatchSize; SheetSize = graphicSettings.SheetSize; } WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); WorldRgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); WorldVoxelRenderer = new VoxelRenderer(this, Device.CreateShader("vxl")); RgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); tempBuffer = Device.CreateVertexBuffer(TempBufferSize); }
public Renderer(DefaultPlatform platform, GraphicSettings graphicSettings) { this.platform = platform; var resolution = GetResolution(graphicSettings); Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height), graphicSettings.Mode, graphicSettings.BatchSize, Game.Settings.Graphics.DisableWindowsDPIScaling, Game.Settings.Game.LockMouseWindow, Game.Settings.Graphics.DisableWindowsRenderThread); Context = Window.Context; TempBufferSize = graphicSettings.BatchSize; SheetSize = graphicSettings.SheetSize; WorldSpriteRenderer = new SpriteRenderer("WorldSpriteRenderer", this, Context.CreateShader("combined")); // каждый имеет vertex массив, VAO это tempbuffer. WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer); WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer); WorldModelRenderer = new ModelRenderer(this, Context.CreateShader("model")); // каждый имеет vertex массив, VAO это tempbuffer SpriteRenderer = new SpriteRenderer("SpriteRenderer", this, Context.CreateShader("combined")); // каждый имеет vertex массив, VAO это tempbuffer. RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer); // эти пишут в родительский VBO RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer); // эти пишут в родительский VBO FontSpriteRenderer = new SpriteRenderer("FontSpriteRenderer", this, Context.CreateShader("text")); // каждый имеет свой vertex массив, VAO это tempbuffer. ImguiSpriteRenderer = new SpriteRenderer("ImguiSpriteRenderer", this, Context.CreateShader("combined")); // для ImGui PixelDumpRenderer = new PixelDumpRenderer("ImguiSpriteRenderer", this, Context.CreateShader("combined")); // для ImGui sproc = new ShaderIF_API(); IntPtr context = ImGui.CreateContext(); ImGui.SetCurrentContext(context); RendererVertexBuffer = Context.CreateVertexBuffer(TempBufferSize, "Renderer"); }
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { var actorPos = actor.CenterPosition; RangeCircleRenderable.DrawRangeCircle( wr, actorPos + new WVec(0, 0, VerticalTopOffset), Radius, 1, Color.Yellow, 0, Color.Yellow); RangeCircleRenderable.DrawRangeCircle( wr, actorPos + new WVec(0, 0, VerticalBottomOffset), Radius, 1, Color.Yellow, 0, Color.Yellow); }
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { var actorPos = actor.CenterPosition; var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(actor.Orientation))); var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(actor.Orientation))); wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow); wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow); }
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { var actorPos = actor.CenterPosition; var orientation = actor.Orientation + WRot.FromYaw(LocalYaw); var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation))); var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation))); wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow); wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow); RangeCircleRenderable.DrawRangeCircle(wr, actorPos, OuterRadius, 1, Color.LimeGreen, 0, Color.LimeGreen); }
public Renderer(GraphicsSettings graphicSettings, IGraphicsDevice device) { this.Device = device; TempBufferSize = graphicSettings.BatchSize; SheetSize = graphicSettings.SheetSize; WorldModelRenderer = new ModelRenderer(this, Device.CreateShader("model")); WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); WorldRgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); RgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); tempBuffer = Device.CreateVertexBuffer(TempBufferSize); }
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); }
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.Screen3DPosition(pos); var a = wr.Screen3DPosition(pos + da * 224 / da.Length); var b = wr.Screen3DPosition(pos + db * 224 / db.Length); wcr.DrawLine(o, a, iz, c); wcr.DrawLine(o, b, iz, c); } return; } foreach (var a in attack.Armaments) { if (a.IsTraitDisabled) { continue; } 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.Screen3DPosition(muzzle); var sd = wr.Screen3DPosition(muzzle + dirOffset); wcr.DrawLine(sm, sd, iz, c); TargetLineRenderable.DrawTargetMarker(wr, c, sm); } } }
public Renderer(IPlatform platform, GraphicSettings graphicSettings) { var resolution = GetResolution(graphicSettings); Device = platform.CreateGraphics(new Size(resolution.Width, resolution.Height), graphicSettings.Mode); TempBufferSize = graphicSettings.BatchSize; SheetSize = graphicSettings.SheetSize; WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); WorldRgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); WorldVoxelRenderer = new VoxelRenderer(this, Device.CreateShader("vxl")); RgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); tempBuffer = Device.CreateVertexBuffer(TempBufferSize); }
public Renderer(IPlatform platform, GraphicSettings graphicSettings) { var resolution = GetResolution(graphicSettings); Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height), graphicSettings.Mode, graphicSettings.BatchSize); Context = Window.Context; TempBufferSize = graphicSettings.BatchSize; SheetSize = graphicSettings.SheetSize; WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined")); WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer); WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer); WorldModelRenderer = new ModelRenderer(this, Context.CreateShader("model")); SpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined")); RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer); RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer); tempBuffer = Context.CreateVertexBuffer(TempBufferSize); }
public void SetViewportParams(int2 scroll, float zoom) { // PERF: Calling SetViewportParams on each renderer is slow. Only call it when things change. var resolutionChanged = lastResolution != Resolution; if (resolutionChanged) { lastResolution = Resolution; RgbaSpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); SpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); RgbaColorRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); } // If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless. if (resolutionChanged || lastScroll != scroll || lastZoom != zoom) { lastScroll = scroll; lastZoom = zoom; WorldRgbaSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); WorldSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); WorldVoxelRenderer.SetViewportParams(Resolution, zoom, scroll); WorldRgbaColorRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); } }
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { RangeCircleRenderable.DrawRangeCircle(wr, actor.CenterPosition, Radius, 1, Color.Yellow, 0, Color.Yellow); }
public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor) { }