moving Map, TileSet from Rules to World

This commit is contained in:
Bob
2010-01-17 12:18:26 +13:00
parent fa421410fe
commit 1ec3ee60eb
19 changed files with 135 additions and 130 deletions

View File

@@ -23,12 +23,12 @@ namespace OpenRa.Graphics
mapOnlySheet = new Sheet(r, new Size(128, 128));
rgbaRenderer = new SpriteRenderer(r, true, r.RgbaSpriteShader);
var size = Math.Max(Rules.Map.Width, Rules.Map.Height);
var dw = (size - Rules.Map.Width) / 2;
var dh = (size - Rules.Map.Height) / 2;
var size = Math.Max(Game.world.Map.Width, Game.world.Map.Height);
var dw = (size - Game.world.Map.Width) / 2;
var dh = (size - Game.world.Map.Height) / 2;
sprite = new Sprite(sheet, new Rectangle(Rules.Map.Offset.X+dw, Rules.Map.Offset.Y+dh, size, size), TextureChannel.Alpha);
mapOnlySprite = new Sprite(mapOnlySheet, new Rectangle(Rules.Map.Offset.X + dw, Rules.Map.Offset.Y + dh, size, size), TextureChannel.Alpha);
sprite = new Sprite(sheet, new Rectangle(Game.world.Map.Offset.X+dw, Game.world.Map.Offset.Y+dh, size, size), TextureChannel.Alpha);
mapOnlySprite = new Sprite(mapOnlySheet, new Rectangle(Game.world.Map.Offset.X + dw, Game.world.Map.Offset.Y + dh, size, size), TextureChannel.Alpha);
}
Color[] terrainTypeColors;
@@ -40,15 +40,15 @@ namespace OpenRa.Graphics
public void Update()
{
if (Rules.Map.Theater != theater)
if (Game.world.Map.Theater != theater)
{
terrainTypeColors = null;
theater = Rules.Map.Theater;
theater = Game.world.Map.Theater;
}
if (terrainTypeColors == null)
{
var pal = new Palette(FileSystem.Open(Rules.Map.Theater + ".pal"));
var pal = new Palette(FileSystem.Open(Game.world.Map.Theater + ".pal"));
terrainTypeColors = new[] {
Color.FromArgb(alpha, pal.GetColor(theater.ToLowerInvariant() == "snow" ? 0xe3 :0x1a)),
Color.FromArgb(alpha, pal.GetColor(0x63)),
@@ -71,8 +71,8 @@ namespace OpenRa.Graphics
terrain = new Bitmap(128, 128);
for (var y = 0; y < 128; y++)
for (var x = 0; x < 128; x++)
terrain.SetPixel(x, y, Rules.Map.IsInMap(x, y)
? terrainTypeColors[Rules.TileSet.GetWalkability(Rules.Map.MapTiles[x, y])]
terrain.SetPixel(x, y, Game.world.Map.IsInMap(x, y)
? terrainTypeColors[Game.world.TileSet.GetWalkability(Game.world.Map.MapTiles[x, y])]
: shroudColor);
}
@@ -81,7 +81,7 @@ namespace OpenRa.Graphics
oreLayer = new Bitmap(terrain);
for (var y = 0; y < 128; y++)
for (var x = 0; x < 128; x++)
if (Rules.Map.ContainsResource(new int2(x, y)))
if (Game.world.Map.ContainsResource(new int2(x, y)))
oreLayer.SetPixel(x, y, terrainTypeColors[(int)TerrainMovementType.Ore]);
}

View File

@@ -1,79 +1,79 @@
using System.Drawing;
using Ijw.DirectX;
using IjwFramework.Collections;
using OpenRa.FileFormats;
namespace OpenRa.Graphics
{
class TerrainRenderer
{
FvfVertexBuffer<Vertex> vertexBuffer;
IndexBuffer indexBuffer;
Sheet terrainSheet;
Renderer renderer;
Map map;
OverlayRenderer overlayRenderer;
public TerrainRenderer(Renderer renderer, Map map)
{
this.renderer = renderer;
this.map = map;
using Ijw.DirectX;
using IjwFramework.Collections;
using OpenRa.FileFormats;
namespace OpenRa.Graphics
{
class TerrainRenderer
{
FvfVertexBuffer<Vertex> vertexBuffer;
IndexBuffer indexBuffer;
Sheet terrainSheet;
Renderer renderer;
Map map;
OverlayRenderer overlayRenderer;
public TerrainRenderer(Renderer renderer, Map map)
{
this.renderer = renderer;
this.map = map;
Size tileSize = new Size( Game.CellSize, Game.CellSize );
var tileMapping = new Cache<TileReference, Sprite>(
x => SheetBuilder.Add(Rules.TileSet.GetBytes(x), tileSize));
Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
ushort[] indices = new ushort[6 * map.Height * map.Width];
int nv = 0;
int ni = 0;
for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
{
Sprite tile = tileMapping[map.MapTiles[i, j]];
Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
nv += 4;
ni += 6;
}
terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
vertexBuffer.SetData( vertices );
indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
var tileMapping = new Cache<TileReference, Sprite>(
x => SheetBuilder.Add(Game.world.TileSet.GetBytes(x), tileSize));
Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
ushort[] indices = new ushort[6 * map.Height * map.Width];
int nv = 0;
int ni = 0;
for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
{
Sprite tile = tileMapping[map.MapTiles[i, j]];
Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
nv += 4;
ni += 6;
}
terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
vertexBuffer.SetData( vertices );
indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
indexBuffer.SetData( indices );
overlayRenderer = new OverlayRenderer( renderer, map );
}
public void Draw( Viewport viewport )
{
int indicesPerRow = map.Width * 6;
int verticesPerRow = map.Width * 4;
int visibleRows = (int)(viewport.Width / 24.0f + 2);
int firstRow = (int)((viewport.Location.Y) / 24.0f - map.YOffset);
int lastRow = firstRow + visibleRows;
if (lastRow < 0 || firstRow > map.Height)
return;
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Height) lastRow = map.Height;
renderer.SpriteShader.Quality = ShaderQuality.Low;
renderer.SpriteShader.Render(() =>
renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
overlayRenderer.Draw();
}
}
}
}
public void Draw( Viewport viewport )
{
int indicesPerRow = map.Width * 6;
int verticesPerRow = map.Width * 4;
int visibleRows = (int)(viewport.Width / 24.0f + 2);
int firstRow = (int)((viewport.Location.Y) / 24.0f - map.YOffset);
int lastRow = firstRow + visibleRows;
if (lastRow < 0 || firstRow > map.Height)
return;
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Height) lastRow = map.Height;
renderer.SpriteShader.Quality = ShaderQuality.Low;
renderer.SpriteShader.Render(() =>
renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
overlayRenderer.Draw();
}
}
}

View File

@@ -17,7 +17,7 @@ namespace OpenRa.Graphics
internal WorldRenderer(Renderer renderer)
{
terrainRenderer = new TerrainRenderer(renderer, Rules.Map);
terrainRenderer = new TerrainRenderer(renderer, Game.world.Map);
this.renderer = renderer;
spriteRenderer = new SpriteRenderer(renderer, true);