DebugOverlay improvements to only render inside viewing range.

This commit is contained in:
James Dunne
2012-07-03 18:31:17 -05:00
committed by Matthias Mailänder
parent 7e913c4bb7
commit d8c752ecb9

View File

@@ -50,24 +50,31 @@ namespace OpenRA.Mods.RA
var qr = Game.Renderer.WorldQuadRenderer;
bool doDim = refreshTick - world.FrameNumber <= 0;
if (doDim) refreshTick = world.FrameNumber + 25;
if (doDim) refreshTick = world.FrameNumber + 20;
var viewBounds = Game.viewport.WorldBounds(world);
var mapBounds = world.Map.Bounds;
foreach (var pair in layers)
{
Color c = (pair.Key != null) ? pair.Key.ColorRamp.GetColor(0f) : Color.PaleTurquoise;
var layer = pair.Value;
for (int j = world.Map.Bounds.Top; j <= world.Map.Bounds.Bottom; ++j)
for (int i = world.Map.Bounds.Left; i <= world.Map.Bounds.Right; ++i)
for (int j = mapBounds.Top; j <= mapBounds.Bottom; ++j)
for (int i = mapBounds.Left; i <= mapBounds.Right; ++i)
{
var ploc = new CPos(i, j).ToPPos();
if (layer[i, j] <= 0) continue;
var w = Math.Max(0, Math.Min(layer[i, j], 128));
if (doDim)
{
layer[i, j] = layer[i, j] * 4 / 5;
layer[i, j] = layer[i, j] * 5 / 6;
}
if (!viewBounds.Contains(i, j)) continue;
// Only render quads in viewing range:
var ploc = new CPos(i, j).ToPPos();
qr.FillRect(new RectangleF(ploc.X, ploc.Y, Game.CellSize, Game.CellSize), Color.FromArgb(w, c));
}
}