81 lines
2.4 KiB
C#
81 lines
2.4 KiB
C#
using System.Drawing;
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using System.Windows.Forms;
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using Ijw.DirectX;
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using IjwFramework.Collections;
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using OpenRa.FileFormats;
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namespace OpenRa.Game.Graphics
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{
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class TerrainRenderer
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{
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FvfVertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer;
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Sheet terrainSheet;
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public TileSet tileSet;
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Region region;
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Renderer renderer;
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Map map;
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public TerrainRenderer(Renderer renderer, Map map, Viewport viewport)
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{
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this.renderer = renderer;
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region = Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw, null );
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viewport.AddRegion(region);
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this.map = map;
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tileSet = new TileSet( map.TileSuffix );
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Size tileSize = new Size( 24, 24 );
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var tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.Add(tileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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int nv = 0;
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int ni = 0;
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for( int j = 0 ; j < map.Height ; j++ )
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for (int i = 0; i < map.Width; i++)
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{
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Sprite tile = tileMapping[map.MapTiles[i + map.XOffset, j + map.YOffset]];
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Util.FastCreateQuad(vertices, indices, 24 * new float2(i, j), tile, 0, nv, ni);
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nv += 4;
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ni += 6;
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer.SetData( vertices );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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indexBuffer.SetData( indices );
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}
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void Draw()
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{
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int indicesPerRow = map.Width * 6;
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int verticesPerRow = map.Width * 4;
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int visibleRows = (int)(region.Size.Y / 24.0f + 2);
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int firstRow = (int)(region.Location.Y / 24.0f);
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int lastRow = firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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return;
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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renderer.DrawWithShader(ShaderQuality.Low, () =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture));
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}
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}
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}
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