Consolidate viewport clip calculations into one place (except for TerrainRenderer, but changing that calculation crashes my gfx card).
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@@ -122,20 +122,30 @@ namespace OpenRA.Graphics
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scrollPosition = this.NormalizeScrollPosition((avgPos.ToInt2() - screenSize / 2));
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}
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public Rectangle ShroudBounds( World world )
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{
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if( world.LocalShroud.Disabled || !world.LocalShroud.Bounds.HasValue )
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return world.Map.Bounds;
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return Rectangle.Intersect( world.LocalShroud.Bounds.Value, world.Map.Bounds );
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}
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public Rectangle ViewBounds()
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public Rectangle ViewBounds(World world)
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{
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var r = WorldBounds(world);
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var left = (int)(Game.CellSize * r.Left - Game.viewport.Location.X);
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var top = (int)(Game.CellSize * r.Top - Game.viewport.Location.Y);
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var right = left + (int)(Game.CellSize * r.Width);
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var bottom = top + (int)(Game.CellSize * r.Height);
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if (left < 0) left = 0;
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if (top < 0) top = 0;
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if (right > Game.viewport.Width) right = Game.viewport.Width;
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if (bottom > Game.viewport.Height) bottom = Game.viewport.Height;
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return new Rectangle(left, top, right - left, bottom - top);
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}
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public Rectangle WorldBounds(World world)
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{
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int2 boundary = new int2(1,1); // Add a curtain of cells around the viewport to account for rounding errors
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var tl = ViewToWorld(int2.Zero).ToInt2() - boundary;
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var br = ViewToWorld(new int2(Width, Height)).ToInt2() + boundary;
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return Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y);
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var view = Rectangle.Intersect(Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y), world.Map.Bounds);
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var b = world.LocalShroud.Bounds;
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return (b.HasValue) ? Rectangle.Intersect(view, b.Value) : view;
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}
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}
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}
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