IBOless rendering with quads; considerably reduces renderer complexity
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@@ -19,7 +19,6 @@ namespace OpenRA.Graphics
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class TerrainRenderer
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{
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IVertexBuffer<Vertex> vertexBuffer;
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IIndexBuffer indexBuffer;
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Sheet terrainSheet;
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World world;
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@@ -30,27 +29,23 @@ namespace OpenRA.Graphics
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this.world = world;
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this.map = world.Map;
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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var tileSize = new Size( Game.CellSize, Game.CellSize );
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var tileMapping = new Cache<TileReference<ushort,byte>, Sprite>(
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x => Game.modData.SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
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uint[] indices = new uint[6 * map.Bounds.Height * map.Bounds.Width];
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var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
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terrainSheet = tileMapping[map.MapTiles.Value[map.Bounds.Left, map.Bounds.Top]].sheet;
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int nv = 0;
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int ni = 0;
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for( int j = map.Bounds.Top; j < map.Bounds.Bottom; j++ )
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for( int i = map.Bounds.Left; i < map.Bounds.Right; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles.Value[i, j]];
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// TODO: The zero below should explicitly refer to the terrain palette, but this code is called
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// before the palettes are created. Therefore assumes that "terrain" is the first palette to be defined
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, Game.modData.Palette.GetPaletteIndex("terrain"), nv, ni, tile.size);
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var tile = tileMapping[map.MapTiles.Value[i, j]];
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// TODO: move GetPaletteIndex out of the inner loop.
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Util.FastCreateQuad(vertices, Game.CellSize * new float2(i, j), tile, Game.modData.Palette.GetPaletteIndex("terrain"), nv, tile.size);
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nv += 4;
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ni += 6;
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if (tileMapping[map.MapTiles.Value[i, j]].sheet != terrainSheet)
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throw new InvalidOperationException("Terrain sprites span multiple sheets");
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@@ -58,14 +53,10 @@ namespace OpenRA.Graphics
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vertexBuffer = Game.Renderer.Device.CreateVertexBuffer( vertices.Length );
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vertexBuffer.SetData( vertices, nv );
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indexBuffer = Game.Renderer.Device.CreateIndexBuffer( indices.Length );
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indexBuffer.SetData( indices, ni );
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}
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public void Draw( WorldRenderer wr, Viewport viewport )
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{
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int indicesPerRow = map.Bounds.Width * 6;
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int verticesPerRow = map.Bounds.Width * 4;
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int visibleRows = (int)(viewport.Height * 1f / Game.CellSize + 2);
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@@ -93,10 +84,9 @@ namespace OpenRA.Graphics
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Game.Renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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Game.Renderer.SpriteShader.Render(() =>
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Game.Renderer.DrawBatch(vertexBuffer, indexBuffer,
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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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PrimitiveType.TriangleList, Game.Renderer.SpriteShader));
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Game.Renderer.DrawBatch(vertexBuffer,
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verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
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PrimitiveType.QuadList));
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foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render( wr );
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