Everything is now OpenRA, not OpenRa
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110
OpenRA.Game/Graphics/TerrainRenderer.cs
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110
OpenRA.Game/Graphics/TerrainRenderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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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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Renderer renderer;
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Map map;
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OverlayRenderer overlayRenderer;
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public TerrainRenderer(World world, Renderer renderer, WorldRenderer wr)
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{
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this.renderer = renderer;
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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 tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.SharedInstance.Add(world.TileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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int nv = 0;
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int ni = 0;
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for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[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
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
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nv += 4;
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ni += 6;
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = renderer.Device.CreateVertexBuffer( vertices.Length );
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vertexBuffer.SetData( vertices );
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indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
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indexBuffer.SetData( indices );
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overlayRenderer = new OverlayRenderer( renderer, map );
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}
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public void Draw( Viewport viewport )
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{
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int indicesPerRow = map.Width * 6;
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int verticesPerRow = map.Width * 4;
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int visibleRows = (int)(viewport.Height / 24.0f + 2);
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int firstRow = (int)((viewport.Location.Y) / 24.0f - map.YOffset);
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int lastRow = firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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return;
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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if (!Game.world.LocalPlayer.Shroud.HasGPS && Game.world.LocalPlayer.Shroud.bounds.HasValue)
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{
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var r = Game.world.LocalPlayer.Shroud.bounds.Value;
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if (firstRow < r.Top - map.YOffset)
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firstRow = r.Top - map.YOffset;
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if (firstRow > r.Bottom - map.YOffset)
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firstRow = r.Bottom - map.YOffset;
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}
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renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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renderer.SpriteShader.Render(() =>
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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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terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
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overlayRenderer.Draw();
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}
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}
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}
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