map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)

This commit is contained in:
Bob
2009-10-29 22:10:54 +13:00
parent 066ce1a203
commit be39cdd054
8 changed files with 145 additions and 154 deletions

View File

@@ -73,7 +73,7 @@ namespace OpenRa.Game.Graphics
{
var location = new int2(x, y);
spriteRenderer.DrawSprite(smudgeSprites[tr.smudge - 1],
Game.CellSize * (float2)(location - map.Offset), 0);
Game.CellSize * (float2)location, 0);
}
var o = tr.overlay;
@@ -86,7 +86,7 @@ namespace OpenRa.Game.Graphics
else if (overlayIsOre[o]) spriteIndex = 11;
else if (overlayIsGems[o]) spriteIndex = 2;
spriteRenderer.DrawSprite(sprites[spriteIndex],
Game.CellSize * (float2)(location - map.Offset), 0);
Game.CellSize * (float2)location, 0);
}
}

View File

@@ -1,89 +1,89 @@
using System.Drawing;
using System.Windows.Forms;
using Ijw.DirectX;
using IjwFramework.Collections;
using OpenRa.FileFormats;
namespace OpenRa.Game.Graphics
{
class TerrainRenderer
{
FvfVertexBuffer<Vertex> vertexBuffer;
IndexBuffer indexBuffer;
Sheet terrainSheet;
public TileSet tileSet;
Region region;
Renderer renderer;
Map map;
Viewport viewport;
OverlayRenderer overlayRenderer;
public TerrainRenderer(Renderer renderer, Map map, Viewport viewport)
{
this.renderer = renderer;
this.viewport = viewport;
region = Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw, null );
viewport.AddRegion(region);
this.map = map;
using System.Drawing;
using System.Windows.Forms;
using Ijw.DirectX;
using IjwFramework.Collections;
using OpenRa.FileFormats;
namespace OpenRa.Game.Graphics
{
class TerrainRenderer
{
FvfVertexBuffer<Vertex> vertexBuffer;
IndexBuffer indexBuffer;
Sheet terrainSheet;
public TileSet tileSet;
Region region;
Renderer renderer;
Map map;
Viewport viewport;
OverlayRenderer overlayRenderer;
public TerrainRenderer(Renderer renderer, Map map, Viewport viewport)
{
this.renderer = renderer;
this.viewport = viewport;
region = Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw, null );
viewport.AddRegion(region);
this.map = map;
overlayRenderer = new OverlayRenderer( renderer, map );
tileSet = new TileSet( map.TileSuffix );
Size tileSize = new Size( Game.CellSize, Game.CellSize );
SheetBuilder.ForceNewSheet();
var tileMapping = new Cache<TileReference, Sprite>(
x => SheetBuilder.Add(tileSet.GetBytes(x), tileSize));
Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
ushort[] indices = new ushort[6 * map.Height * map.Width];
int nv = 0;
int ni = 0;
for( int j = 0 ; j < map.Height ; j++ )
for (int i = 0; i < map.Width; i++)
{
Sprite tile = tileMapping[map.MapTiles[i + map.XOffset, j + map.YOffset]];
Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni);
nv += 4;
ni += 6;
}
terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
vertexBuffer.SetData( vertices );
indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
indexBuffer.SetData( indices );
}
void Draw()
{
int indicesPerRow = map.Width * 6;
int verticesPerRow = map.Width * 4;
tileSet = new TileSet( map.TileSuffix );
Size tileSize = new Size( Game.CellSize, Game.CellSize );
SheetBuilder.ForceNewSheet();
var tileMapping = new Cache<TileReference, Sprite>(
x => SheetBuilder.Add(tileSet.GetBytes(x), tileSize));
Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
ushort[] indices = new ushort[6 * map.Height * map.Width];
int nv = 0;
int ni = 0;
for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
{
Sprite tile = tileMapping[map.MapTiles[i, j]];
Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni);
nv += 4;
ni += 6;
}
terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
vertexBuffer.SetData( vertices );
indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
indexBuffer.SetData( indices );
}
void Draw()
{
int indicesPerRow = map.Width * 6;
int verticesPerRow = map.Width * 4;
int visibleRows = (int)(region.Size.Y / 24.0f + 2);
int firstRow = (int)((region.Position.Y + viewport.Location.Y) / 24.0f);
int lastRow = firstRow + visibleRows;
if (lastRow < 0 || firstRow > map.Height)
return;
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Height) lastRow = map.Height;
renderer.SpriteShader.Quality = ShaderQuality.Low;
renderer.SpriteShader.Render(() =>
renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
terrainSheet.Texture, PrimitiveType.TriangleList));
overlayRenderer.Draw();
}
}
}
int firstRow = 0;// (int)( ( region.Position.Y + viewport.Location.Y ) / 24.0f );
int lastRow = 128;// firstRow + visibleRows;
if (lastRow < 0 || firstRow > map.Height)
return;
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Height) lastRow = map.Height;
renderer.SpriteShader.Quality = ShaderQuality.Low;
renderer.SpriteShader.Render(() =>
renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
terrainSheet.Texture, PrimitiveType.TriangleList));
overlayRenderer.Draw();
}
}
}

View File

@@ -6,35 +6,36 @@ namespace OpenRa.Game.Graphics
{
class Viewport
{
readonly float2 size;
readonly float2 mapSize;
readonly float2 screenSize;
float2 scrollPosition;
readonly Renderer renderer;
public float2 Location { get { return scrollPosition; } }
public float2 Size { get { return size; } }
public int Width { get { return (int)size.X; } }
public int Height { get { return (int)size.Y; } }
public int Width { get { return (int)screenSize.X; } }
public int Height { get { return (int)screenSize.Y; } }
public Cursor cursor = Cursor.Move;
SpriteRenderer cursorRenderer;
int2 mousePos;
float cursorFrame = 0f;
readonly float2 scrollLowBounds, scrollHighBounds;
public void Scroll(float2 delta)
{
scrollPosition = ( scrollPosition + delta ).Constrain( float2.Zero, mapSize );
scrollPosition = ( scrollPosition + delta ).Constrain( scrollLowBounds, scrollHighBounds );
}
public Viewport(float2 size, float2 mapSize, Renderer renderer)
public Viewport(float2 screenSize, int2 mapStart, int2 mapEnd, Renderer renderer)
{
this.size = size;
this.mapSize = Game.CellSize * mapSize - size + new float2(128, 0);
if( this.mapSize.X < 0 ) this.mapSize.X = 0;
if( this.mapSize.Y < 0 ) this.mapSize.Y = 0;
this.screenSize = screenSize;
this.scrollLowBounds = Game.CellSize * mapStart;
this.scrollHighBounds = float2.Max( scrollLowBounds, Game.CellSize * mapEnd - ( screenSize - new float2( 128, 0 ) ) );
this.renderer = renderer;
cursorRenderer = new SpriteRenderer(renderer, true);
this.scrollPosition = scrollLowBounds;
}
List<Region> regions = new List<Region>();
@@ -43,7 +44,7 @@ namespace OpenRa.Game.Graphics
public void DrawRegions()
{
float2 r1 = new float2(2, -2) / Size;
float2 r1 = new float2(2, -2) / screenSize;
float2 r2 = new float2(-1, 1);
renderer.BeginFrame(r1, r2, scrollPosition);