Files
OpenRA/OpenRa.Game/Actor.cs
chrisf 01cc8b7b46 hack hack hack
git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1165 993157c7-ee19-0410-b2c4-bb4e9862e678
2007-07-11 03:46:48 +00:00

171 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using OpenRa.FileFormats;
using BluntDirectX.Direct3D;
using System.Windows.Forms;
namespace OpenRa.Game
{
class Actor
{
public PointF location;
public SheetRectangle<Sheet>[] currentImages;
}
class Tree : Actor
{
public Tree( TreeReference r, TreeRenderer renderer, Map map )
{
location = new PointF(24 * (r.X - map.XOffset), 24 * (r.Y - map.YOffset));
currentImages = new SheetRectangle<Sheet>[] { renderer.GetImage( r.Image ) };
}
}
class TreeRenderer
{
Dictionary<string, SheetRectangle<Sheet>> trees = new Dictionary<string, SheetRectangle<Sheet>>();
public readonly Sheet sh;
public TreeRenderer(GraphicsDevice device, Map map, Package package, Palette pal)
{
Size pageSize = new Size( 1024, 512 );
List<Sheet> sheets = new List<Sheet>();
Provider<Sheet> sheetProvider = delegate
{
Sheet sheet = new Sheet(new Bitmap(pageSize.Width, pageSize.Height));
sheets.Add(sheet);
return sheet;
};
TileSheetBuilder<Sheet> builder = new TileSheetBuilder<Sheet>(pageSize, sheetProvider);
foreach (TreeReference r in map.Trees)
{
if (trees.ContainsKey( r.Image ))
continue;
ShpReader reader = new ShpReader(package.GetContent(r.Image + "." + map.Theater.Substring(0,3)));
Bitmap bitmap = BitmapBuilder.FromBytes(reader[0].Image, reader.Width, reader.Height, pal);
SheetRectangle<Sheet> rect = builder.AddImage(bitmap.Size);
using (Graphics g = Graphics.FromImage(rect.sheet.bitmap))
g.DrawImage(bitmap, rect.origin);
trees.Add(r.Image, rect);
}
foreach (Sheet sheet in sheets)
sheet.LoadTexture(device);
sh = sheets[0];
}
public SheetRectangle<Sheet> GetImage( string tree )
{
return trees[tree];
}
}
class World
{
const int spritesPerBatch = 1024;
List<Actor> actors = new List<Actor>();
FvfVertexBuffer<Vertex> vb;
IndexBuffer ib;
GraphicsDevice device;
public World(GraphicsDevice device)
{
this.device = device;
this.vb = new FvfVertexBuffer<Vertex>(device, spritesPerBatch * 4, Vertex.Format);
this.ib = new IndexBuffer(device, spritesPerBatch * 6);
}
public void Add(Actor a)
{
actors.Add(a); //todo: protect from concurrent modification
}
// assumption: there is only one sheet!
// some noob needs to fix this!
// assumption: its not going to hurt, to draw *all* units.
// in reality, 500 tanks is going to hurt our perf.
public void Draw()
{
int sprites = 0;
List<Vertex> vertices = new List<Vertex>();
List<ushort> indices = new List<ushort>();
foreach (Actor a in actors)
{
if (a.currentImages == null)
continue;
foreach (SheetRectangle<Sheet> image in a.currentImages)
{
int offset = vertices.Count;
vertices.Add(new Vertex(a.location.X, a.location.Y, 0, U(image, 0), V(image, 0)));
vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y, 0, U(image, 1), V(image, 0)));
vertices.Add(new Vertex(a.location.X, a.location.Y + image.size.Height, 0, U(image, 0), V(image, 1)));
vertices.Add(new Vertex(a.location.X + image.size.Width, a.location.Y + image.size.Height, 0, U(image, 1), V(image, 1)));
indices.Add((ushort)offset);
indices.Add((ushort)(offset + 1));
indices.Add((ushort)(offset + 2));
indices.Add((ushort)(offset + 1));
indices.Add((ushort)(offset + 3));
indices.Add((ushort)(offset + 2));
if (++sprites >= spritesPerBatch)
{
DrawBatch(vertices, indices);
vertices = new List<Vertex>();
indices = new List<ushort>();
sprites = 0;
}
}
}
if (sprites > 0)
DrawBatch(vertices, indices);
}
void DrawBatch(List<Vertex> vertices, List<ushort> indices)
{
vb.SetData(vertices.ToArray());
ib.SetData(indices.ToArray());
vb.Bind(0);
ib.Bind();
device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
vertices.Count, indices.Count / 3);
}
static float U(SheetRectangle<Sheet> s, float u)
{
float u0 = (float)(s.origin.X + 0.5f) / (float)s.sheet.bitmap.Width;
float u1 = (float)(s.origin.X + s.size.Width) / (float)s.sheet.bitmap.Width;
return (u > 0) ? u1 : u0;// (1 - u) * u0 + u * u1;
}
static float V(SheetRectangle<Sheet> s, float v)
{
float v0 = (float)(s.origin.Y + 0.5f) / (float)s.sheet.bitmap.Height;
float v1 = (float)(s.origin.Y + s.size.Height) / (float)s.sheet.bitmap.Height;
return (v > 0) ? v1 : v0;// return (1 - v) * v0 + v * v1;
}
}
}