Merge pull request #10246 from penev92/terrainPalettes

Allow tile templates to define their own palette
This commit is contained in:
Oliver Brakmann
2016-01-17 21:39:28 +01:00
14 changed files with 39 additions and 21 deletions

View File

@@ -9,25 +9,32 @@
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Graphics
{
sealed class TerrainRenderer : IDisposable
{
readonly TerrainSpriteLayer terrain;
readonly World world;
readonly Dictionary<string, TerrainSpriteLayer> spriteLayers = new Dictionary<string, TerrainSpriteLayer>();
readonly Theater theater;
readonly CellLayer<TerrainTile> mapTiles;
readonly CellLayer<byte> mapHeight;
public TerrainRenderer(World world, WorldRenderer wr)
{
this.world = world;
theater = wr.Theater;
mapTiles = world.Map.MapTiles.Value;
mapHeight = world.Map.MapHeight.Value;
terrain = new TerrainSpriteLayer(world, wr, theater.Sheet, BlendMode.Alpha,
wr.Palette("terrain"), wr.World.Type != WorldType.Editor);
foreach (var template in world.TileSet.Templates)
{
var palette = template.Value.Palette ?? TileSet.TerrainPaletteInternalName;
spriteLayers.GetOrAdd(palette, pal =>
new TerrainSpriteLayer(world, wr, theater.Sheet, BlendMode.Alpha, wr.Palette(palette), wr.World.Type != WorldType.Editor));
}
foreach (var cell in world.Map.AllCells)
UpdateCell(cell);
@@ -38,12 +45,18 @@ namespace OpenRA.Graphics
public void UpdateCell(CPos cell)
{
terrain.Update(cell, theater.TileSprite(mapTiles[cell]));
var tile = mapTiles[cell];
var palette = world.TileSet.Templates[tile.Type].Palette ?? TileSet.TerrainPaletteInternalName;
var sprite = theater.TileSprite(tile);
foreach (var kv in spriteLayers)
kv.Value.Update(cell, palette == kv.Key ? sprite : null);
}
public void Draw(WorldRenderer wr, Viewport viewport)
{
terrain.Draw(viewport);
foreach (var kv in spriteLayers.Values)
kv.Draw(wr.Viewport);
foreach (var r in wr.World.WorldActor.TraitsImplementing<IRenderOverlay>())
r.Render(wr);
}
@@ -52,7 +65,9 @@ namespace OpenRA.Graphics
{
mapTiles.CellEntryChanged -= UpdateCell;
mapHeight.CellEntryChanged -= UpdateCell;
terrain.Dispose();
foreach (var kv in spriteLayers.Values)
kv.Dispose();
}
}
}