Merge pull request #8518 from pchote/renderbounds
Fix screen bounds calculations
This commit is contained in:
@@ -207,52 +207,60 @@ namespace OpenRA.Graphics
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// Rectangle (in viewport coords) that contains things to be drawn
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static readonly Rectangle ScreenClip = Rectangle.FromLTRB(0, 0, Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);
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public Rectangle ScissorBounds
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public Rectangle GetScissorBounds(bool insideBounds)
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{
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get
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{
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// Visible rectangle in world coordinates (expanded to the corners of the cells)
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var map = worldRenderer.World.Map;
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var ctl = map.CenterOfCell(VisibleCellsInsideBounds.TopLeft) - new WVec(512, 512, 0);
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var cbr = map.CenterOfCell(VisibleCellsInsideBounds.BottomRight) + new WVec(512, 512, 0);
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// Visible rectangle in world coordinates (expanded to the corners of the cells)
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var bounds = insideBounds ? VisibleCellsInsideBounds : AllVisibleCells;
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var map = worldRenderer.World.Map;
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var ctl = map.CenterOfCell(bounds.TopLeft) - new WVec(512, 512, 0);
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var cbr = map.CenterOfCell(bounds.BottomRight) + new WVec(512, 512, 0);
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// Convert to screen coordinates
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var tl = WorldToViewPx(worldRenderer.ScreenPxPosition(ctl - new WVec(0, 0, ctl.Z))).Clamp(ScreenClip);
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var br = WorldToViewPx(worldRenderer.ScreenPxPosition(cbr - new WVec(0, 0, cbr.Z))).Clamp(ScreenClip);
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// Convert to screen coordinates
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var tl = WorldToViewPx(worldRenderer.ScreenPxPosition(ctl - new WVec(0, 0, ctl.Z))).Clamp(ScreenClip);
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var br = WorldToViewPx(worldRenderer.ScreenPxPosition(cbr - new WVec(0, 0, cbr.Z))).Clamp(ScreenClip);
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// Add an extra one cell fudge in each direction for safety
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return Rectangle.FromLTRB(tl.X - tileSize.Width, tl.Y - tileSize.Height,
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br.X + tileSize.Width, br.Y + tileSize.Height);
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}
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// Add an extra one cell fudge in each direction for safety
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return Rectangle.FromLTRB(tl.X - tileSize.Width, tl.Y - tileSize.Height,
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br.X + tileSize.Width, br.Y + tileSize.Height);
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}
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CellRegion CalculateVisibleCells(bool insideBounds)
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{
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var map = worldRenderer.World.Map;
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var wtl = worldRenderer.Position(TopLeft);
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var wbr = worldRenderer.Position(BottomRight);
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// Map editor shows the full map (including the area outside the regular bounds)
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Func<MPos, MPos> clamp = map.Clamp;
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if (!insideBounds)
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clamp = map.MapTiles.Value.Clamp;
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// Calculate the viewport corners in "projected wpos" (at ground level), and
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// this to an equivalent projected cell for the two corners
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var tl = map.CellContaining(worldRenderer.Position(TopLeft)).ToMPos(map);
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var br = map.CellContaining(worldRenderer.Position(BottomRight)).ToMPos(map);
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// Due to diamond tile staggering, we need to adjust the top-left bounds outwards by half a cell.
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// Diamond tile shapes don't have straight edges, and so we need
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// an additional cell margin to include the cells that are half
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// visible on each edge.
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if (map.TileShape == TileShape.Diamond)
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wtl -= new WVec(512, 512, 0);
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{
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tl = new MPos(tl.U - 1, tl.V - 1);
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br = new MPos(br.U + 1, br.V + 1);
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}
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// Visible rectangle in map coordinates.
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var dy = map.TileShape == TileShape.Diamond ? 512 : 1024;
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var ctl = new MPos(wtl.X / 1024, wtl.Y / dy);
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var cbr = new MPos(wbr.X / 1024, wbr.Y / dy);
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// Clamp to the visible map bounds, if requested
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if (insideBounds)
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{
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tl = map.Clamp(tl);
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br = map.Clamp(br);
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}
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var tl = clamp(ctl).ToCPos(map.TileShape);
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// Cells can be pushed up from below if they have non-zero height.
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// Each height step is equivalent to 512 WRange units, which is
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// one MPos step for diamond cells, but only half a MPos step
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// for classic cells. Doh!
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var heightOffset = map.TileShape == TileShape.Diamond ? maxGroundHeight : maxGroundHeight / 2;
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br = new MPos(br.U, br.V + heightOffset);
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// Also need to account for height of cells in rows below the bottom.
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var heightPadding = map.TileShape == TileShape.Diamond ? 3 : 0;
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var br = clamp(new MPos(cbr.U, cbr.V + heightPadding + maxGroundHeight / 2 + 1)).ToCPos(map.TileShape);
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// Finally, make sure that this region doesn't extend outside the map area.
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tl = map.MapHeight.Value.Clamp(tl);
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br = map.MapHeight.Value.Clamp(br);
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return new CellRegion(map.TileShape, tl, br);
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return new CellRegion(map.TileShape, tl.ToCPos(map), br.ToCPos(map));
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}
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public CellRegion VisibleCellsInsideBounds
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@@ -261,7 +269,7 @@ namespace OpenRA.Graphics
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{
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if (cellsDirty)
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{
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cells = CalculateVisibleCells(false);
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cells = CalculateVisibleCells(true);
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cellsDirty = false;
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}
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@@ -132,7 +132,7 @@ namespace OpenRA.Graphics
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return;
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var renderables = GenerateRenderables();
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var bounds = Viewport.ScissorBounds;
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var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
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Game.Renderer.EnableScissor(bounds);
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terrainRenderer.Draw(this, Viewport);
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