Tidy TerrainRenderer formatting (no code changes).

This commit is contained in:
Paul Chote
2013-05-05 17:51:29 +12:00
parent b7ea36b858
commit ccbfacec62

View File

@@ -29,23 +29,19 @@ namespace OpenRA.Graphics
this.world = world; this.world = world;
this.map = world.Map; this.map = world.Map;
var tileSize = new Size( Game.CellSize, Game.CellSize ); var tileSize = new Size(Game.CellSize, Game.CellSize);
var tileMapping = new Cache<TileReference<ushort,byte>, Sprite>( var tileMapping = new Cache<TileReference<ushort,byte>, Sprite>(x =>
x => Game.modData.SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize)); Game.modData.SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize));
var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
terrainSheet = tileMapping[map.MapTiles.Value[map.Bounds.Left, map.Bounds.Top]].sheet; terrainSheet = tileMapping[map.MapTiles.Value[map.Bounds.Left, map.Bounds.Top]].sheet;
var terrainPalette = wr.Palette("terrain").Index;
var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
int nv = 0; int nv = 0;
var terrainPalette = wr.Palette("terrain").Index; for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
for( int j = map.Bounds.Top; j < map.Bounds.Bottom; j++ )
for( int i = map.Bounds.Left; i < map.Bounds.Right; i++ )
{ {
var tile = tileMapping[map.MapTiles.Value[i, j]]; var tile = tileMapping[map.MapTiles.Value[i, j]];
// TODO: move GetPaletteIndex out of the inner loop.
Util.FastCreateQuad(vertices, Game.CellSize * new float2(i, j), tile, terrainPalette, nv, tile.size); Util.FastCreateQuad(vertices, Game.CellSize * new float2(i, j), tile, terrainPalette, nv, tile.size);
nv += 4; nv += 4;
@@ -53,13 +49,13 @@ namespace OpenRA.Graphics
throw new InvalidOperationException("Terrain sprites span multiple sheets. Try increasing Game.Settings.Graphics.SheetSize."); throw new InvalidOperationException("Terrain sprites span multiple sheets. Try increasing Game.Settings.Graphics.SheetSize.");
} }
vertexBuffer = Game.Renderer.Device.CreateVertexBuffer( vertices.Length ); vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(vertices.Length);
vertexBuffer.SetData( vertices, nv ); vertexBuffer.SetData(vertices, nv);
} }
public void Draw( WorldRenderer wr, Viewport viewport ) public void Draw(WorldRenderer wr, Viewport viewport)
{ {
int verticesPerRow = map.Bounds.Width * 4; int verticesPerRow = 4*map.Bounds.Width;
int visibleRows = (int)(viewport.Height * 1f / Game.CellSize / viewport.Zoom + 2); int visibleRows = (int)(viewport.Height * 1f / Game.CellSize / viewport.Zoom + 2);
@@ -79,17 +75,22 @@ namespace OpenRA.Graphics
firstRow = r.Bottom - map.Bounds.Top; firstRow = r.Bottom - map.Bounds.Top;
} }
if (firstRow < 0) firstRow = 0; // Sanity checking
if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height; if (firstRow < 0)
firstRow = 0;
if( lastRow < firstRow ) lastRow = firstRow; if (lastRow > map.Bounds.Height)
lastRow = map.Bounds.Height;
if (lastRow < firstRow)
lastRow = firstRow;
Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer( Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
vertexBuffer, verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow), vertexBuffer, verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
PrimitiveType.QuadList, terrainSheet); PrimitiveType.QuadList, terrainSheet);
foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>()) foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
r.Render( wr ); r.Render(wr);
} }
} }
} }