#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System; using System.Drawing; using OpenRA.FileFormats; using OpenRA.FileFormats.Graphics; using OpenRA.Traits; namespace OpenRA.Graphics { class TerrainRenderer { IVertexBuffer vertexBuffer; IIndexBuffer indexBuffer; Sheet terrainSheet; Renderer renderer; Map map; public TerrainRenderer(World world, Renderer renderer, WorldRenderer wr) { this.renderer = renderer; this.map = world.Map; Size tileSize = new Size( Game.CellSize, Game.CellSize ); var tileMapping = new Cache, Sprite>( x => SheetBuilder.SharedInstance.Add(world.TileSet.GetBytes(x), tileSize)); Vertex[] vertices = new Vertex[4 * map.Height * map.Width]; ushort[] indices = new ushort[6 * map.Height * map.Width]; terrainSheet = tileMapping[map.MapTiles[map.TopLeft.X, map.TopLeft.Y]].sheet; int nv = 0; int ni = 0; for( int j = map.TopLeft.Y ; j < map.BottomRight.Y; j++ ) for( int i = map.TopLeft.X ; i < map.BottomRight.X; i++ ) { Sprite tile = tileMapping[map.MapTiles[i, j]]; // TODO: The zero below should explicitly refer to the terrain palette, but this code is called // before the palettes are created Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size); nv += 4; ni += 6; if (tileMapping[map.MapTiles[i, j]].sheet != terrainSheet) throw new InvalidOperationException("Terrain sprites span multiple sheets"); } vertexBuffer = renderer.Device.CreateVertexBuffer( vertices.Length ); vertexBuffer.SetData( vertices ); indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length ); indexBuffer.SetData( indices ); } public void Draw( Viewport viewport ) { int indicesPerRow = map.Width * 6; int verticesPerRow = map.Width * 4; int visibleRows = (int)(viewport.Height / 24.0f + 2); int firstRow = (int)((viewport.Location.Y) / 24.0f - map.YOffset); int lastRow = firstRow + visibleRows; if (lastRow < 0 || firstRow > map.Height) return; if (firstRow < 0) firstRow = 0; if (lastRow > map.Height) lastRow = map.Height; if (!Game.world.LocalPlayer.Shroud.Disabled && Game.world.LocalPlayer.Shroud.bounds.HasValue) { var r = Game.world.LocalPlayer.Shroud.bounds.Value; if (firstRow < r.Top - map.YOffset) firstRow = r.Top - map.YOffset; if (firstRow > r.Bottom - map.YOffset) firstRow = r.Bottom - map.YOffset; } if( lastRow < firstRow ) lastRow = firstRow; renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture ); renderer.SpriteShader.Render(() => renderer.DrawBatch(vertexBuffer, indexBuffer, new Range(verticesPerRow * firstRow, verticesPerRow * lastRow), new Range(indicesPerRow * firstRow, indicesPerRow * lastRow), terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader)); foreach (var r in Game.world.WorldActor.traits.WithInterface()) r.Render(); } } }