Add smooth scrolling

This commit is contained in:
Gustas
2025-08-28 16:32:27 +03:00
committed by Paul Chote
parent 270c37764e
commit 1a8a3eca4d
6 changed files with 48 additions and 25 deletions

View File

@@ -77,7 +77,8 @@ namespace OpenRA
Size lastBufferSize = new(-1, -1);
Rectangle lastWorldViewport = Rectangle.Empty;
Rectangle lastWorldViewport;
float2 lastViewportLocation;
ITexture currentPaletteTexture;
int currentPaletteHeight = 0;
IBatchRenderer currentBatchRenderer;
@@ -233,7 +234,7 @@ namespace OpenRA
lastMaximumViewportSize = size;
}
public void BeginWorld(Rectangle worldViewport)
public void BeginWorld(float2 viewportLocation, Size viewportSize)
{
if (renderType != RenderType.None)
throw new InvalidOperationException($"BeginWorld called with renderType = {renderType}, expected RenderType.None.");
@@ -243,28 +244,34 @@ namespace OpenRA
if (worldSheet == null)
throw new InvalidOperationException("BeginWorld called before SetMaximumViewportSize has been set.");
if (worldSprite == null || worldViewport.Size != lastWorldViewportSize)
var centerLocation = viewportLocation.ToInt2();
if (worldSprite == null || viewportSize != lastWorldViewportSize || viewportLocation != lastViewportLocation)
{
lastViewportLocation = viewportLocation;
lastWorldViewportSize = viewportSize;
// Downscale world rendering if needed to fit within the framebuffer
var vw = worldViewport.Size.Width;
var vh = worldViewport.Size.Height;
var vw = viewportSize.Width;
var vh = viewportSize.Height;
var bw = worldSheet.Size.Width;
var bh = worldSheet.Size.Height;
WorldDownscaleFactor = 1;
while (vw / WorldDownscaleFactor > bw || vh / WorldDownscaleFactor > bh)
WorldDownscaleFactor++;
var s = new Size(vw / WorldDownscaleFactor, vh / WorldDownscaleFactor);
worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, s), TextureChannel.RGBA);
lastWorldViewportSize = worldViewport.Size;
// We need to add 1 to scroll in order to handle interpixel 0-0.99 fractionalOffset.
var s = new Size(vw / WorldDownscaleFactor + 1, vh / WorldDownscaleFactor + 1);
var fractionalOffset = centerLocation - viewportLocation;
worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, s), 0, fractionalOffset, TextureChannel.RGBA);
}
worldBuffer.Bind();
if (lastWorldViewport != worldViewport)
var rect = new Rectangle(centerLocation, viewportSize);
if (lastWorldViewport != rect)
{
WorldSpriteRenderer.SetViewportParams(worldSheet.Size, WorldDownscaleFactor, depthMargin, worldViewport.Location);
lastWorldViewport = worldViewport;
var topLeft = centerLocation - viewportSize.ToInt2() / 2;
WorldSpriteRenderer.SetViewportParams(worldSheet.Size, WorldDownscaleFactor, depthMargin, topLeft);
lastWorldViewport = rect;
}
renderType = RenderType.World;
@@ -282,9 +289,11 @@ namespace OpenRA
screenBuffer.Bind();
var scale = Window.EffectiveWindowScale;
// We added 1 to worldSprite now we need to subtract.
var bufferScale = new float3(
(int)(screenSprite.Bounds.Width / scale) / worldSprite.Size.X,
(int)(-screenSprite.Bounds.Height / scale) / worldSprite.Size.Y,
(int)(screenSprite.Bounds.Width / scale) / (worldSprite.Size.X - 1),
(int)(-screenSprite.Bounds.Height / scale) / (worldSprite.Size.Y - 1),
1f);
SpriteRenderer.EnablePixelArtScaling(true);