git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1216 993157c7-ee19-0410-b2c4-bb4e9862e678

This commit is contained in:
chrisf
2007-07-14 04:36:35 +00:00
parent c18bc6bba5
commit 48dfde8964
4 changed files with 16 additions and 78 deletions

View File

@@ -47,7 +47,7 @@ namespace OpenRa.Game
renderer.SetPalette(new HardwarePalette(renderer.Device, map));
terrain = new TerrainRenderer(renderer, map, TileMix);
world = new World(renderer.Device);
world = new World(renderer);
treeCache = new TreeCache(renderer.Device, map, TileMix);
foreach (TreeReference treeReference in map.Trees)

View File

@@ -22,12 +22,7 @@ namespace OpenRa.Game
{
techTree.CurrentRace = race;
techTree.Build("FACT", true);
//techTree.Build("POWR");
//techTree.Build("BARR");
//techTree.Build("PROC");
//techTree.Build("WEAP");
//techTree.Build("DOME");
spriteRenderer = new SpriteRenderer(renderer);
spriteRenderer = new SpriteRenderer(renderer, false);
package = new Package("../../../hires.mix");
LoadSprites("../../../buildings.txt");
@@ -47,7 +42,7 @@ namespace OpenRa.Game
void DrawSprite(Sprite s, ref PointF p)
{
spriteRenderer.DrawSprite(s, p);
spriteRenderer.DrawSprite(s, p, 0);
p.Y += 48;
}

View File

@@ -19,20 +19,23 @@ namespace OpenRa.Game
List<ushort> indicies = new List<ushort>();
Sheet currentSheet = null;
int sprites = 0;
ShaderQuality quality;
public SpriteRenderer(Renderer renderer)
public SpriteRenderer(Renderer renderer, bool allowAlpha)
{
this.renderer = renderer;
vertexBuffer = new FvfVertexBuffer<Vertex>(renderer.Device, 4 * spritesPerBatch, Vertex.Format);
indexBuffer = new IndexBuffer(renderer.Device, 6 * spritesPerBatch);
quality = allowAlpha ? ShaderQuality.High : ShaderQuality.Low;
}
public void Flush()
{
if (sprites > 0)
{
renderer.DrawWithShader(ShaderQuality.Low, delegate
renderer.DrawWithShader(quality, delegate
{
vertexBuffer.SetData(vertices.ToArray());
indexBuffer.SetData(indicies.ToArray());
@@ -49,13 +52,13 @@ namespace OpenRa.Game
}
}
public void DrawSprite(Sprite s, PointF location)
public void DrawSprite(Sprite s, PointF location, int palette)
{
if (s.sheet != currentSheet)
Flush();
currentSheet = s.sheet;
Util.CreateQuad(vertices, indicies, location, s, 0);
Util.CreateQuad(vertices, indicies, location, s, palette);
if (++sprites >= spritesPerBatch)
Flush();

View File

@@ -9,41 +9,18 @@ namespace OpenRa.Game
{
class World
{
const int spritesPerBatch = 1024;
List<Actor> actors = new List<Actor>();
FvfVertexBuffer<Vertex> vb;
IndexBuffer ib;
GraphicsDevice device;
SpriteRenderer spriteRenderer;
public World(GraphicsDevice device)
public World(Renderer renderer)
{
this.device = device;
this.vb = new FvfVertexBuffer<Vertex>(device, spritesPerBatch * 4, Vertex.Format);
this.ib = new IndexBuffer(device, spritesPerBatch * 6);
spriteRenderer = new SpriteRenderer(renderer, true);
}
public void Add(Actor a)
{
actors.Add(a); //todo: protect from concurrent modification
}
// assumption: its not going to hurt, to draw *all* units.
// in reality, 500 tanks is going to hurt our perf.
// assumption: we dont skip around between sheets much. otherwise, our perf is going to SUCK.
// this can be fixed by pooling vertex/index lists, except that breaks z-ordering
// across sheets.
// assumption: when people fix these items, they might update the warning comment?
public void Add(Actor a) { actors.Add(a); }
public void Draw(Renderer renderer, Range<float> xr, Range<float> yr)
{
int sprites = 0;
List<Vertex> vertices = new List<Vertex>();
List<ushort> indices = new List<ushort>();
Sheet sheet = null;
foreach (Actor a in actors)
{
Sprite[] images = a.CurrentImages;
@@ -58,47 +35,10 @@ namespace OpenRa.Game
continue;
foreach (Sprite image in images)
{
if( image.sheet != sheet && sprites > 0 && sheet != null )
{
DrawBatch( vertices, indices, renderer, sheet );
vertices = new List<Vertex>();
indices = new List<ushort>();
sprites = 0;
}
sheet = image.sheet;
Util.CreateQuad(vertices, indices, a.location, image, a.palette);
if (++sprites >= spritesPerBatch)
{
DrawBatch(vertices, indices, renderer, sheet);
vertices = new List<Vertex>();
indices = new List<ushort>();
sprites = 0;
}
}
spriteRenderer.DrawSprite(image, a.location, a.palette);
}
if (sprites > 0)
DrawBatch(vertices, indices, renderer, sheet);
}
void DrawBatch(List<Vertex> vertices, List<ushort> indices, Renderer renderer, Sheet sheet)
{
vb.SetData(vertices.ToArray());
ib.SetData(indices.ToArray());
renderer.DrawWithShader(ShaderQuality.High,
delegate
{
renderer.DrawBatch(vb, ib,
new Range<int>(0, vertices.Count),
new Range<int>(0, indices.Count),
sheet.Texture);
});
spriteRenderer.Flush();
}
}
}