git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1168 993157c7-ee19-0410-b2c4-bb4e9862e678
This commit is contained in:
@@ -13,164 +13,4 @@ namespace OpenRa.Game
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public PointF location;
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public SheetRectangle<Sheet>[] currentImages;
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}
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class Tree : Actor
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{
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public Tree( TreeReference r, TreeCache renderer, Map map )
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{
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location = new PointF(24 * (r.X - map.XOffset), 24 * (r.Y - map.YOffset));
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currentImages = new SheetRectangle<Sheet>[] { renderer.GetImage( r.Image ) };
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}
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}
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class TreeCache
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{
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Dictionary<string, SheetRectangle<Sheet>> trees = new Dictionary<string, SheetRectangle<Sheet>>();
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public readonly Sheet sh;
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public TreeCache(GraphicsDevice device, Map map, Package package, Palette pal)
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{
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Size pageSize = new Size( 1024, 512 );
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List<Sheet> sheets = new List<Sheet>();
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Provider<Sheet> sheetProvider = delegate
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{
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Sheet sheet = new Sheet(new Bitmap(pageSize.Width, pageSize.Height));
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sheets.Add(sheet);
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return sheet;
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};
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TileSheetBuilder<Sheet> builder = new TileSheetBuilder<Sheet>(pageSize, sheetProvider);
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foreach (TreeReference r in map.Trees)
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{
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if (trees.ContainsKey( r.Image ))
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continue;
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ShpReader reader = new ShpReader(package.GetContent(r.Image + "." + map.Theater.Substring(0,3)));
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Bitmap bitmap = BitmapBuilder.FromBytes(reader[0].Image, reader.Width, reader.Height, pal);
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SheetRectangle<Sheet> rect = builder.AddImage(bitmap.Size);
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using (Graphics g = Graphics.FromImage(rect.sheet.bitmap))
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g.DrawImage(bitmap, rect.origin);
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trees.Add(r.Image, rect);
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}
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foreach (Sheet sheet in sheets)
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sheet.LoadTexture(device);
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sh = sheets[0];
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}
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public SheetRectangle<Sheet> GetImage( string tree )
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{
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return trees[tree];
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}
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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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@@ -181,16 +181,6 @@ namespace OpenRa.Game
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}
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}
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static T Nth<T>(IEnumerable<T> src, int n)
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{
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IEnumerator<T> enumerator = src.GetEnumerator();
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bool ok = false;
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while (n-- > 0)
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ok = enumerator.MoveNext();
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return ok ? enumerator.Current : default(T);
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}
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void Frame()
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{
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PointF r1 = new PointF(2.0f / ClientSize.Width, -2.0f / ClientSize.Height);
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@@ -217,17 +207,15 @@ namespace OpenRa.Game
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int lastRow = firstRow + visibleRows;
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if (firstRow < 0) firstRow = 0;
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if (lastRow < 0) lastRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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Range<int> indexRange = new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow);
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Range<int> vertexRange = new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow);
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renderer.DrawWithShader(ShaderQuality.Low, delegate
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{
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renderer.DrawBatch(vertexBuffer, batch.Value, vertexRange, indexRange, batch.Key.texture);
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renderer.DrawBatch(vertexBuffer, batch.Value,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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batch.Key.texture);
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});
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}
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@@ -45,7 +45,10 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Renderer.cs" />
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<Compile Include="Sheet.cs" />
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<Compile Include="Tree.cs" />
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<Compile Include="TreeCache.cs" />
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<Compile Include="Vertex.cs" />
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<Compile Include="World.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\BluntDx\BluntDx.vcproj">
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17
OpenRa.Game/Tree.cs
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17
OpenRa.Game/Tree.cs
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@@ -0,0 +1,17 @@
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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 OpenRa.FileFormats;
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using System.Drawing;
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namespace OpenRa.Game
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{
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class Tree : Actor
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{
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public Tree(TreeReference r, TreeCache renderer, Map map)
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{
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location = new PointF(24 * (r.X - map.XOffset), 24 * (r.Y - map.YOffset));
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currentImages = new SheetRectangle<Sheet>[] { renderer.GetImage(r.Image) };
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}
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}
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}
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56
OpenRa.Game/TreeCache.cs
Normal file
56
OpenRa.Game/TreeCache.cs
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@@ -0,0 +1,56 @@
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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 OpenRa.FileFormats;
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using BluntDirectX.Direct3D;
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using System.Drawing;
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namespace OpenRa.Game
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{
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class TreeCache
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{
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Dictionary<string, SheetRectangle<Sheet>> trees = new Dictionary<string, SheetRectangle<Sheet>>();
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public readonly Sheet sh;
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public TreeCache(GraphicsDevice device, Map map, Package package, Palette pal)
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{
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Size pageSize = new Size(1024, 512);
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List<Sheet> sheets = new List<Sheet>();
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Provider<Sheet> sheetProvider = delegate
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{
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Sheet sheet = new Sheet(new Bitmap(pageSize.Width, pageSize.Height));
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sheets.Add(sheet);
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return sheet;
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};
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TileSheetBuilder<Sheet> builder = new TileSheetBuilder<Sheet>(pageSize, sheetProvider);
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foreach (TreeReference r in map.Trees)
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{
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if (trees.ContainsKey(r.Image))
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continue;
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ShpReader reader = new ShpReader(package.GetContent(r.Image + "." + map.Theater.Substring(0, 3)));
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Bitmap bitmap = BitmapBuilder.FromBytes(reader[0].Image, reader.Width, reader.Height, pal);
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SheetRectangle<Sheet> rect = builder.AddImage(bitmap.Size);
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using (Graphics g = Graphics.FromImage(rect.sheet.bitmap))
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g.DrawImage(bitmap, rect.origin);
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trees.Add(r.Image, rect);
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}
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foreach (Sheet sheet in sheets)
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sheet.LoadTexture(device);
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sh = sheets[0];
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}
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public SheetRectangle<Sheet> GetImage(string tree)
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{
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return trees[tree];
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}
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}
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}
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112
OpenRa.Game/World.cs
Normal file
112
OpenRa.Game/World.cs
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@@ -0,0 +1,112 @@
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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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Reference in New Issue
Block a user