git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1168 993157c7-ee19-0410-b2c4-bb4e9862e678

This commit is contained in:
chrisf
2007-07-11 10:53:48 +00:00
parent 0b36bfacdd
commit 492c76262b
6 changed files with 192 additions and 176 deletions

112
OpenRa.Game/World.cs Normal file
View File

@@ -0,0 +1,112 @@
using System;
using System.Collections.Generic;
using System.Text;
using BluntDirectX.Direct3D;
using OpenRa.FileFormats;
namespace OpenRa.Game
{
class World
{
const int spritesPerBatch = 1024;
List<Actor> actors = new List<Actor>();
FvfVertexBuffer<Vertex> vb;
IndexBuffer ib;
GraphicsDevice device;
public World(GraphicsDevice device)
{
this.device = device;
this.vb = new FvfVertexBuffer<Vertex>(device, spritesPerBatch * 4, Vertex.Format);
this.ib = new IndexBuffer(device, spritesPerBatch * 6);
}
public void Add(Actor a)
{
actors.Add(a); //todo: protect from concurrent modification
}
// assumption: there is only one sheet!
// some noob needs to fix this!
// assumption: its not going to hurt, to draw *all* units.
// in reality, 500 tanks is going to hurt our perf.
public void Draw(Renderer renderer)
{
int sprites = 0;
List<Vertex> vertices = new List<Vertex>();
List<ushort> indices = new List<ushort>();
Sheet sheet = null;
foreach (Actor a in actors)
{
if (a.currentImages == null)
continue;
foreach (SheetRectangle<Sheet> image in a.currentImages)
{
int offset = vertices.Count;
vertices.Add(new Vertex(a.location.X, a.location.Y, 0, U(image, 0), V(image, 0)));
vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y, 0, U(image, 1), V(image, 0)));
vertices.Add(new Vertex(a.location.X, a.location.Y + image.size.Height, 0, U(image, 0), V(image, 1)));
vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y + image.size.Height, 0, U(image, 1), V(image, 1)));
indices.Add((ushort)offset);
indices.Add((ushort)(offset + 1));
indices.Add((ushort)(offset + 2));
indices.Add((ushort)(offset + 1));
indices.Add((ushort)(offset + 3));
indices.Add((ushort)(offset + 2));
sheet = image.sheet;
if (++sprites >= spritesPerBatch)
{
DrawBatch(vertices, indices, renderer, sheet);
vertices = new List<Vertex>();
indices = new List<ushort>();
sprites = 0;
}
}
}
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);
});
}
static float U(SheetRectangle<Sheet> s, float u)
{
float u0 = (float)(s.origin.X + 0.5f) / (float)s.sheet.bitmap.Width;
float u1 = (float)(s.origin.X + s.size.Width) / (float)s.sheet.bitmap.Width;
return (u > 0) ? u1 : u0;// (1 - u) * u0 + u * u1;
}
static float V(SheetRectangle<Sheet> s, float v)
{
float v0 = (float)(s.origin.Y + 0.5f) / (float)s.sheet.bitmap.Height;
float v1 = (float)(s.origin.Y + s.size.Height) / (float)s.sheet.bitmap.Height;
return (v > 0) ? v1 : v0;// return (1 - v) * v0 + v * v1;
}
}
}