shroud-based scissor. eliminates a lot of shroud render

This commit is contained in:
Chris Forbes
2010-02-01 20:22:17 +13:00
parent 6ea1745094
commit d3c5f56d52
4 changed files with 55 additions and 7 deletions

View File

@@ -6,6 +6,7 @@ using IjwFramework.Types;
using OpenRa.Graphics;
using OpenRa.Traits;
using OpenRa.FileFormats;
using System.Drawing;
namespace OpenRa
{
@@ -18,6 +19,7 @@ namespace OpenRa
bool hasGPS = false;
Player owner;
Map map;
public Rectangle? bounds;
public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
@@ -70,8 +72,20 @@ namespace OpenRa
return IsExplored(x,y);
}
Rectangle MakeRect(int2 center, int range)
{
return new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
}
public void Explore(World w, int2 center, int range)
{
if (range == 0)
return;
var box = MakeRect(center, range);
bounds = bounds.HasValue ?
Rectangle.Union(bounds.Value, box) : box;
foreach (var t in w.FindTilesInCircle(center, range))
{
explored[t.X, t.Y] = true;
@@ -141,10 +155,16 @@ namespace OpenRa
sprites[i, j] = ChooseShroud(i, j);
}
for (var j = map.YOffset; j < map.YOffset + map.Height; j++)
var miny = bounds.HasValue ? Math.Max(map.YOffset, bounds.Value.Top) : map.YOffset;
var maxy = bounds.HasValue ? Math.Min(map.YOffset + map.Height, bounds.Value.Bottom) : map.YOffset + map.Height;
var minx = bounds.HasValue ? Math.Max(map.XOffset, bounds.Value.Left) : map.XOffset;
var maxx = bounds.HasValue ? Math.Min(map.XOffset + map.Width, bounds.Value.Right) : map.XOffset + map.Width;
for (var j = miny; j < maxy; j++)
{
var starti = map.XOffset;
for (var i = map.XOffset; i < map.XOffset + map.Width; i++)
var starti = minx;
for (var i = minx; i < maxx; i++)
{
if (sprites[i, j] == shadowBits[0x0f])
continue;
@@ -164,11 +184,11 @@ namespace OpenRa
starti = i+1;
}
if (starti < map.XOffset + map.Width)
if (starti < maxx)
r.DrawSprite(sprites[starti, j],
Game.CellSize * new float2(starti, j),
PaletteType.Shroud,
new float2(Game.CellSize * (map.XOffset + map.Width - starti), Game.CellSize));
new float2(Game.CellSize * (maxx - starti), Game.CellSize));
}
}
}