#region Copyright & License Information /* * Copyright 2007-2010 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see LICENSE. */ #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; World world; Map map; public TerrainRenderer(World world, WorldRenderer wr) { this.world = world; this.map = world.Map; Size tileSize = new Size( Game.CellSize, Game.CellSize ); var tileMapping = new Cache, Sprite>( x => Game.modData.SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize)); Vertex[] vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width]; ushort[] indices = new ushort[6 * map.Bounds.Height * map.Bounds.Width]; terrainSheet = tileMapping[map.MapTiles[map.Bounds.Left, map.Bounds.Top]].sheet; int nv = 0; int ni = 0; for( int j = map.Bounds.Top; j < map.Bounds.Bottom; j++ ) for( int i = map.Bounds.Left; i < map.Bounds.Right; 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. Therefore assumes that "terrain" is the first palette to be defined 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 = Game.Renderer.Device.CreateVertexBuffer( vertices.Length ); vertexBuffer.SetData( vertices, nv ); indexBuffer = Game.Renderer.Device.CreateIndexBuffer( indices.Length ); indexBuffer.SetData( indices, ni ); } public void Draw( WorldRenderer wr, Viewport viewport ) { int indicesPerRow = map.Bounds.Width * 6; int verticesPerRow = map.Bounds.Width * 4; int visibleRows = (int)(viewport.Height * 1f / Game.CellSize + 2); int firstRow = (int)(viewport.Location.Y * 1f / Game.CellSize - map.Bounds.Top); int lastRow = firstRow + visibleRows; if (lastRow < 0 || firstRow > map.Bounds.Height) return; if (firstRow < 0) firstRow = 0; if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height; if (world.LocalPlayer != null && !world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue) { var r = world.LocalShroud.Bounds.Value; if (firstRow < r.Top - map.Bounds.Top) firstRow = r.Top - map.Bounds.Top; if (firstRow > r.Bottom - map.Bounds.Top) firstRow = r.Bottom - map.Bounds.Top; } if( lastRow < firstRow ) lastRow = firstRow; Game.Renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture ); Game.Renderer.SpriteShader.Render(() => Game.Renderer.DrawBatch(vertexBuffer, indexBuffer, new Range(verticesPerRow * firstRow, verticesPerRow * lastRow), new Range(indicesPerRow * firstRow, indicesPerRow * lastRow), PrimitiveType.TriangleList, Game.Renderer.SpriteShader)); foreach (var r in world.WorldActor.TraitsImplementing()) r.Render( wr ); } } }