git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1216 993157c7-ee19-0410-b2c4-bb4e9862e678
This commit is contained in:
@@ -47,7 +47,7 @@ namespace OpenRa.Game
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renderer.SetPalette(new HardwarePalette(renderer.Device, map));
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terrain = new TerrainRenderer(renderer, map, TileMix);
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world = new World(renderer.Device);
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world = new World(renderer);
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treeCache = new TreeCache(renderer.Device, map, TileMix);
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foreach (TreeReference treeReference in map.Trees)
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@@ -22,12 +22,7 @@ namespace OpenRa.Game
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{
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techTree.CurrentRace = race;
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techTree.Build("FACT", true);
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//techTree.Build("POWR");
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//techTree.Build("BARR");
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//techTree.Build("PROC");
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//techTree.Build("WEAP");
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//techTree.Build("DOME");
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spriteRenderer = new SpriteRenderer(renderer);
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spriteRenderer = new SpriteRenderer(renderer, false);
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package = new Package("../../../hires.mix");
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LoadSprites("../../../buildings.txt");
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@@ -47,7 +42,7 @@ namespace OpenRa.Game
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void DrawSprite(Sprite s, ref PointF p)
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{
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spriteRenderer.DrawSprite(s, p);
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spriteRenderer.DrawSprite(s, p, 0);
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p.Y += 48;
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}
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@@ -19,20 +19,23 @@ namespace OpenRa.Game
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List<ushort> indicies = new List<ushort>();
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Sheet currentSheet = null;
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int sprites = 0;
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ShaderQuality quality;
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public SpriteRenderer(Renderer renderer)
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public SpriteRenderer(Renderer renderer, bool allowAlpha)
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{
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this.renderer = renderer;
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vertexBuffer = new FvfVertexBuffer<Vertex>(renderer.Device, 4 * spritesPerBatch, Vertex.Format);
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indexBuffer = new IndexBuffer(renderer.Device, 6 * spritesPerBatch);
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quality = allowAlpha ? ShaderQuality.High : ShaderQuality.Low;
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}
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public void Flush()
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{
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if (sprites > 0)
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{
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renderer.DrawWithShader(ShaderQuality.Low, delegate
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renderer.DrawWithShader(quality, delegate
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{
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vertexBuffer.SetData(vertices.ToArray());
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indexBuffer.SetData(indicies.ToArray());
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@@ -49,13 +52,13 @@ namespace OpenRa.Game
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}
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}
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public void DrawSprite(Sprite s, PointF location)
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public void DrawSprite(Sprite s, PointF location, int palette)
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{
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if (s.sheet != currentSheet)
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Flush();
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currentSheet = s.sheet;
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Util.CreateQuad(vertices, indicies, location, s, 0);
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Util.CreateQuad(vertices, indicies, location, s, palette);
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if (++sprites >= spritesPerBatch)
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Flush();
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@@ -9,41 +9,18 @@ namespace OpenRa.Game
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{
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class World
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{
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const int spritesPerBatch = 1024;
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List<Actor> actors = new List<Actor>();
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FvfVertexBuffer<Vertex> vb;
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IndexBuffer ib;
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GraphicsDevice device;
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SpriteRenderer spriteRenderer;
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public World(GraphicsDevice device)
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public World(Renderer renderer)
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{
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this.device = device;
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this.vb = new FvfVertexBuffer<Vertex>(device, spritesPerBatch * 4, Vertex.Format);
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this.ib = new IndexBuffer(device, spritesPerBatch * 6);
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spriteRenderer = new SpriteRenderer(renderer, true);
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}
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public void Add(Actor a)
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{
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actors.Add(a); //todo: protect from concurrent modification
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}
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// assumption: its not going to hurt, to draw *all* units.
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// in reality, 500 tanks is going to hurt our perf.
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// assumption: we dont skip around between sheets much. otherwise, our perf is going to SUCK.
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// this can be fixed by pooling vertex/index lists, except that breaks z-ordering
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// across sheets.
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// assumption: when people fix these items, they might update the warning comment?
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public void Add(Actor a) { actors.Add(a); }
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public void Draw(Renderer renderer, Range<float> xr, Range<float> yr)
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{
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int sprites = 0;
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List<Vertex> vertices = new List<Vertex>();
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List<ushort> indices = new List<ushort>();
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Sheet sheet = null;
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foreach (Actor a in actors)
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{
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Sprite[] images = a.CurrentImages;
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@@ -58,47 +35,10 @@ namespace OpenRa.Game
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continue;
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foreach (Sprite image in images)
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{
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if( image.sheet != sheet && sprites > 0 && sheet != null )
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{
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DrawBatch( vertices, indices, renderer, sheet );
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vertices = new List<Vertex>();
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indices = new List<ushort>();
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sprites = 0;
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}
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sheet = image.sheet;
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Util.CreateQuad(vertices, indices, a.location, image, a.palette);
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if (++sprites >= spritesPerBatch)
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{
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DrawBatch(vertices, indices, renderer, sheet);
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vertices = new List<Vertex>();
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indices = new List<ushort>();
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sprites = 0;
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}
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}
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spriteRenderer.DrawSprite(image, a.location, a.palette);
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}
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if (sprites > 0)
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DrawBatch(vertices, indices, renderer, sheet);
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}
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void DrawBatch(List<Vertex> vertices, List<ushort> indices, Renderer renderer, Sheet sheet)
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{
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vb.SetData(vertices.ToArray());
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ib.SetData(indices.ToArray());
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renderer.DrawWithShader(ShaderQuality.High,
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delegate
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{
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renderer.DrawBatch(vb, ib,
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new Range<int>(0, vertices.Count),
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new Range<int>(0, indices.Count),
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sheet.Texture);
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});
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spriteRenderer.Flush();
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}
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}
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}
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