Update only dirty radar pixels and refresh every tick.

This commit is contained in:
Paul Chote
2014-12-02 18:29:06 +13:00
parent e064593961
commit 5e402e95cb
2 changed files with 103 additions and 46 deletions

View File

@@ -12,6 +12,7 @@ using System;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets
@@ -31,25 +32,24 @@ namespace OpenRA.Mods.Common.Widgets
int frame;
bool hasRadar;
bool cachedEnabled;
int updateTicks;
float previewScale = 0;
int2 previewOrigin = int2.Zero;
Rectangle mapRect = Rectangle.Empty;
Sheet radarSheet;
byte[] radarData;
Sprite terrainSprite;
Sprite customTerrainSprite;
Sprite actorSprite;
Sprite shroudSprite;
Shroud renderShroud;
readonly World world;
readonly WorldRenderer worldRenderer;
readonly RadarPings radarPings;
bool terrainDirty = true;
[ObjectCreator.UseCtor]
public RadarWidget(World world, WorldRenderer worldRenderer)
{
@@ -74,11 +74,60 @@ namespace OpenRA.Mods.Common.Widgets
// The four layers are stored in a 2x2 grid within a single texture
radarSheet = new Sheet(new Size(2 * width, 2 * height).NextPowerOf2());
radarSheet.CreateBuffer();
radarData = radarSheet.GetData();
terrainSprite = new Sprite(radarSheet, new Rectangle(0, 0, width, height), TextureChannel.Alpha);
customTerrainSprite = new Sprite(radarSheet, new Rectangle(width, 0, width, height), TextureChannel.Alpha);
actorSprite = new Sprite(radarSheet, new Rectangle(0, height, width, height), TextureChannel.Alpha);
shroudSprite = new Sprite(radarSheet, new Rectangle(width, height, width, height), TextureChannel.Alpha);
// Set initial terrain data
using (var bitmap = Minimap.TerrainBitmap(world.TileSet, world.Map))
OpenRA.Graphics.Util.FastCopyIntoSprite(terrainSprite, bitmap);
world.Map.MapTiles.Value.CellEntryChanged += UpdateTerrainCell;
world.Map.CustomTerrain.CellEntryChanged += UpdateTerrainCell;
}
void UpdateTerrainCell(CPos cell)
{
var stride = radarSheet.Size.Width;
var uv = Map.CellToMap(world.Map.TileShape, cell);
var terrain = world.Map.GetTerrainInfo(cell);
var dx = terrainSprite.bounds.Left - world.Map.Bounds.Left;
var dy = terrainSprite.bounds.Top - world.Map.Bounds.Top;
unsafe
{
fixed (byte* _colors = &radarData[0])
{
var colors = (int*)_colors;
colors[(uv.Y + dy) * stride + uv.X + dx] = terrain.Color.ToArgb();
}
}
}
void UpdateShroudCell(CPos cell)
{
var stride = radarSheet.Size.Width;
var uv = Map.CellToMap(world.Map.TileShape, cell);
var dx = shroudSprite.bounds.Left - world.Map.Bounds.Left;
var dy = shroudSprite.bounds.Top - world.Map.Bounds.Top;
var color = 0;
if (world.ShroudObscures(cell))
color = Color.Black.ToArgb();
else if (world.FogObscures(cell))
color = Color.FromArgb(128, Color.Black).ToArgb();
unsafe
{
fixed (byte* _colors = &radarData[0])
{
var colors = (int*)_colors;
colors[(uv.Y + dy) * stride + uv.X + dx] = color;
}
}
}
public override string GetCursor(int2 pos)
@@ -150,9 +199,10 @@ namespace OpenRA.Mods.Common.Widgets
var rsr = Game.Renderer.RgbaSpriteRenderer;
rsr.DrawSprite(terrainSprite, o, s);
rsr.DrawSprite(customTerrainSprite, o, s);
rsr.DrawSprite(actorSprite, o, s);
rsr.DrawSprite(shroudSprite, o, s);
if (renderShroud != null)
rsr.DrawSprite(shroudSprite, o, s);
// Draw viewport rect
if (hasRadar)
@@ -192,51 +242,41 @@ namespace OpenRA.Mods.Common.Widgets
public override void Tick()
{
// Update the radar animation even when its closed
// This avoids obviously stale data from being shown when first opened.
// TODO: This delayed updating is a giant hack
--updateTicks;
if (terrainDirty)
{
using (var bitmap = Minimap.TerrainBitmap(world.TileSet, world.Map))
Util.FastCopyIntoSprite(terrainSprite, bitmap);
radarSheet.CommitData();
terrainDirty = false;
}
if (updateTicks <= 0)
{
updateTicks = 12;
using (var bitmap = Minimap.CustomTerrainBitmap(world))
Util.FastCopyIntoSprite(customTerrainSprite, bitmap);
radarSheet.CommitData();
}
if (updateTicks == 8)
{
using (var bitmap = Minimap.ActorsBitmap(world))
Util.FastCopyIntoSprite(actorSprite, bitmap);
radarSheet.CommitData();
}
if (updateTicks == 4)
{
using (var bitmap = Minimap.ShroudBitmap(world))
Util.FastCopyIntoSprite(shroudSprite, bitmap);
radarSheet.CommitData();
}
// Enable/Disable the radar
var enabled = IsEnabled();
if (enabled != cachedEnabled)
Sound.Play(enabled ? RadarOnlineSound : RadarOfflineSound);
cachedEnabled = enabled;
if (enabled)
{
var rp = world.RenderPlayer;
var newRenderShroud = rp != null ? rp.Shroud : null;
if (newRenderShroud != renderShroud)
{
if (renderShroud != null)
renderShroud.CellEntryChanged -= UpdateShroudCell;
if (newRenderShroud != null)
{
// Redraw the full shroud sprite
using (var bitmap = Minimap.ShroudBitmap(world))
OpenRA.Graphics.Util.FastCopyIntoSprite(shroudSprite, bitmap);
// Update the notification binding
newRenderShroud.CellEntryChanged += UpdateShroudCell;
}
renderShroud = newRenderShroud;
}
// The actor layer is updated every tick
using (var bitmap = Minimap.ActorsBitmap(world))
OpenRA.Graphics.Util.FastCopyIntoSprite(actorSprite, bitmap);
radarSheet.CommitData();
}
var targetFrame = enabled ? AnimationLength : 0;
hasRadar = enabled && frame == AnimationLength;
if (frame == targetFrame)