Deduplicate shroud rendering code

This commit is contained in:
Bob
2010-09-24 17:21:35 +12:00
parent 7bf4cb85fa
commit 8021fc3b20

View File

@@ -151,65 +151,39 @@ namespace OpenRA
var minx = clipRect.Left;
var maxx = clipRect.Right;
var shroudPalette = Game.world.WorldRenderer.GetPaletteIndex("fog");
DrawShroud( minx, miny, maxx, maxy, fogSprites, "fog" );
DrawShroud( minx, miny, maxx, maxy, sprites, "shroud" );
}
void DrawShroud( int minx, int miny, int maxx, int maxy, Sprite[,] s, string pal )
{
var shroudPalette = Game.world.WorldRenderer.GetPaletteIndex(pal);
for (var j = miny; j < maxy; j++)
{
var starti = minx;
for (var i = minx; i < maxx; i++)
{
if (fogSprites[i, j] == shadowBits[0x0f])
if (s[i, j] == shadowBits[0x0f])
continue;
if (starti != i)
{
fogSprites[starti, j].DrawAt(
Game.CellSize * new float2(starti, j),
shroudPalette,
new float2(Game.CellSize * (i - starti), Game.CellSize));
starti = i+1;
}
fogSprites[i, j].DrawAt(
Game.CellSize * new float2(i, j),
shroudPalette);
starti = i+1;
}
if (starti < maxx)
fogSprites[starti, j].DrawAt(
Game.CellSize * new float2(starti, j),
shroudPalette,
new float2(Game.CellSize * (maxx - starti), Game.CellSize));
}
shroudPalette = Game.world.WorldRenderer.GetPaletteIndex("shroud");
for (var j = miny; j < maxy; j++)
{
var starti = minx;
for (var i = minx; i < maxx; i++)
{
if (sprites[i, j] == shadowBits[0x0f])
continue;
if (starti != i)
{
sprites[starti, j].DrawAt(
s[starti, j].DrawAt(
Game.CellSize * new float2(starti, j),
shroudPalette,
new float2(Game.CellSize * (i - starti), Game.CellSize));
starti = i + 1;
}
sprites[i, j].DrawAt(
s[i, j].DrawAt(
Game.CellSize * new float2(i, j),
shroudPalette);
starti = i + 1;
}
if (starti < maxx)
sprites[starti, j].DrawAt(
s[starti, j].DrawAt(
Game.CellSize * new float2(starti, j),
shroudPalette,
new float2(Game.CellSize * (maxx - starti), Game.CellSize));