git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1168 993157c7-ee19-0410-b2c4-bb4e9862e678
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112
OpenRa.Game/World.cs
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112
OpenRa.Game/World.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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using BluntDirectX.Direct3D;
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using OpenRa.FileFormats;
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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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public World(GraphicsDevice device)
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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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}
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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: there is only one sheet!
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// some noob needs to fix this!
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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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public void Draw(Renderer renderer)
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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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if (a.currentImages == null)
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continue;
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foreach (SheetRectangle<Sheet> image in a.currentImages)
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{
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int offset = vertices.Count;
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vertices.Add(new Vertex(a.location.X, a.location.Y, 0, U(image, 0), V(image, 0)));
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vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y, 0, U(image, 1), V(image, 0)));
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vertices.Add(new Vertex(a.location.X, a.location.Y + image.size.Height, 0, U(image, 0), V(image, 1)));
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vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y + image.size.Height, 0, U(image, 1), V(image, 1)));
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indices.Add((ushort)offset);
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indices.Add((ushort)(offset + 1));
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indices.Add((ushort)(offset + 2));
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indices.Add((ushort)(offset + 1));
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indices.Add((ushort)(offset + 3));
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indices.Add((ushort)(offset + 2));
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sheet = image.sheet;
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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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}
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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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}
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static float U(SheetRectangle<Sheet> s, float u)
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{
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float u0 = (float)(s.origin.X + 0.5f) / (float)s.sheet.bitmap.Width;
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float u1 = (float)(s.origin.X + s.size.Width) / (float)s.sheet.bitmap.Width;
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return (u > 0) ? u1 : u0;// (1 - u) * u0 + u * u1;
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}
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static float V(SheetRectangle<Sheet> s, float v)
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{
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float v0 = (float)(s.origin.Y + 0.5f) / (float)s.sheet.bitmap.Height;
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float v1 = (float)(s.origin.Y + s.size.Height) / (float)s.sheet.bitmap.Height;
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return (v > 0) ? v1 : v0;// return (1 - v) * v0 + v * v1;
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}
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}
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}
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