Files
OpenRA/OpenRa.Game/Graphics/TerrainRenderer.cs

111 lines
3.7 KiB
C#

#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 <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Drawing;
using OpenRa.FileFormats;
using OpenRa.FileFormats.Graphics;
namespace OpenRa.Graphics
{
class TerrainRenderer
{
IVertexBuffer<Vertex> vertexBuffer;
IIndexBuffer indexBuffer;
Sheet terrainSheet;
Renderer renderer;
Map map;
OverlayRenderer overlayRenderer;
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<TileReference, Sprite>(
x => SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize));
Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
ushort[] indices = new ushort[6 * map.Height * map.Width];
int nv = 0;
int ni = 0;
for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
for( int i = map.XOffset ; i < map.XOffset + map.Width; 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;
}
terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
vertexBuffer = renderer.Device.CreateVertexBuffer<Vertex>( vertices.Length );
vertexBuffer.SetData( vertices );
indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
indexBuffer.SetData( indices );
overlayRenderer = new OverlayRenderer( renderer, map );
}
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.HasGPS && 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;
}
renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
renderer.SpriteShader.Render(() =>
renderer.DrawBatch(vertexBuffer, indexBuffer,
new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
overlayRenderer.Draw();
}
}
}