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

View File

@@ -13,164 +13,4 @@ namespace OpenRa.Game
public PointF location; public PointF location;
public SheetRectangle<Sheet>[] currentImages; public SheetRectangle<Sheet>[] currentImages;
} }
class Tree : Actor
{
public Tree( TreeReference r, TreeCache renderer, Map map )
{
location = new PointF(24 * (r.X - map.XOffset), 24 * (r.Y - map.YOffset));
currentImages = new SheetRectangle<Sheet>[] { renderer.GetImage( r.Image ) };
}
}
class TreeCache
{
Dictionary<string, SheetRectangle<Sheet>> trees = new Dictionary<string, SheetRectangle<Sheet>>();
public readonly Sheet sh;
public TreeCache(GraphicsDevice device, Map map, Package package, Palette pal)
{
Size pageSize = new Size( 1024, 512 );
List<Sheet> sheets = new List<Sheet>();
Provider<Sheet> sheetProvider = delegate
{
Sheet sheet = new Sheet(new Bitmap(pageSize.Width, pageSize.Height));
sheets.Add(sheet);
return sheet;
};
TileSheetBuilder<Sheet> builder = new TileSheetBuilder<Sheet>(pageSize, sheetProvider);
foreach (TreeReference r in map.Trees)
{
if (trees.ContainsKey( r.Image ))
continue;
ShpReader reader = new ShpReader(package.GetContent(r.Image + "." + map.Theater.Substring(0,3)));
Bitmap bitmap = BitmapBuilder.FromBytes(reader[0].Image, reader.Width, reader.Height, pal);
SheetRectangle<Sheet> rect = builder.AddImage(bitmap.Size);
using (Graphics g = Graphics.FromImage(rect.sheet.bitmap))
g.DrawImage(bitmap, rect.origin);
trees.Add(r.Image, rect);
}
foreach (Sheet sheet in sheets)
sheet.LoadTexture(device);
sh = sheets[0];
}
public SheetRectangle<Sheet> GetImage( string tree )
{
return trees[tree];
}
}
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;
}
}
} }

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@@ -181,16 +181,6 @@ namespace OpenRa.Game
} }
} }
static T Nth<T>(IEnumerable<T> src, int n)
{
IEnumerator<T> enumerator = src.GetEnumerator();
bool ok = false;
while (n-- > 0)
ok = enumerator.MoveNext();
return ok ? enumerator.Current : default(T);
}
void Frame() void Frame()
{ {
PointF r1 = new PointF(2.0f / ClientSize.Width, -2.0f / ClientSize.Height); PointF r1 = new PointF(2.0f / ClientSize.Width, -2.0f / ClientSize.Height);
@@ -217,17 +207,15 @@ namespace OpenRa.Game
int lastRow = firstRow + visibleRows; int lastRow = firstRow + visibleRows;
if (firstRow < 0) firstRow = 0; if (firstRow < 0) firstRow = 0;
if (lastRow < 0) lastRow = 0; if (lastRow < 0) lastRow = 0;
if (lastRow > map.Height) lastRow = map.Height; if (lastRow > map.Height) lastRow = map.Height;
Range<int> indexRange = new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow);
Range<int> vertexRange = new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow);
renderer.DrawWithShader(ShaderQuality.Low, delegate renderer.DrawWithShader(ShaderQuality.Low, delegate
{ {
renderer.DrawBatch(vertexBuffer, batch.Value, vertexRange, indexRange, batch.Key.texture); renderer.DrawBatch(vertexBuffer, batch.Value,
new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
batch.Key.texture);
}); });
} }

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@@ -45,7 +45,10 @@
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Renderer.cs" /> <Compile Include="Renderer.cs" />
<Compile Include="Sheet.cs" /> <Compile Include="Sheet.cs" />
<Compile Include="Tree.cs" />
<Compile Include="TreeCache.cs" />
<Compile Include="Vertex.cs" /> <Compile Include="Vertex.cs" />
<Compile Include="World.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\BluntDx\BluntDx.vcproj"> <ProjectReference Include="..\BluntDx\BluntDx.vcproj">

17
OpenRa.Game/Tree.cs Normal file
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@@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Text;
using OpenRa.FileFormats;
using System.Drawing;
namespace OpenRa.Game
{
class Tree : Actor
{
public Tree(TreeReference r, TreeCache renderer, Map map)
{
location = new PointF(24 * (r.X - map.XOffset), 24 * (r.Y - map.YOffset));
currentImages = new SheetRectangle<Sheet>[] { renderer.GetImage(r.Image) };
}
}
}

56
OpenRa.Game/TreeCache.cs Normal file
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@@ -0,0 +1,56 @@
using System;
using System.Collections.Generic;
using System.Text;
using OpenRa.FileFormats;
using BluntDirectX.Direct3D;
using System.Drawing;
namespace OpenRa.Game
{
class TreeCache
{
Dictionary<string, SheetRectangle<Sheet>> trees = new Dictionary<string, SheetRectangle<Sheet>>();
public readonly Sheet sh;
public TreeCache(GraphicsDevice device, Map map, Package package, Palette pal)
{
Size pageSize = new Size(1024, 512);
List<Sheet> sheets = new List<Sheet>();
Provider<Sheet> sheetProvider = delegate
{
Sheet sheet = new Sheet(new Bitmap(pageSize.Width, pageSize.Height));
sheets.Add(sheet);
return sheet;
};
TileSheetBuilder<Sheet> builder = new TileSheetBuilder<Sheet>(pageSize, sheetProvider);
foreach (TreeReference r in map.Trees)
{
if (trees.ContainsKey(r.Image))
continue;
ShpReader reader = new ShpReader(package.GetContent(r.Image + "." + map.Theater.Substring(0, 3)));
Bitmap bitmap = BitmapBuilder.FromBytes(reader[0].Image, reader.Width, reader.Height, pal);
SheetRectangle<Sheet> rect = builder.AddImage(bitmap.Size);
using (Graphics g = Graphics.FromImage(rect.sheet.bitmap))
g.DrawImage(bitmap, rect.origin);
trees.Add(r.Image, rect);
}
foreach (Sheet sheet in sheets)
sheet.LoadTexture(device);
sh = sheets[0];
}
public SheetRectangle<Sheet> GetImage(string tree)
{
return trees[tree];
}
}
}

112
OpenRa.Game/World.cs Normal file
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@@ -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;
}
}
}