Files
OpenRA/OpenRA.Game/Graphics/Renderable.cs
RoosterDragon 69c409c20d Speed up depth sorting of renderables.
The OrderBy overload that takes an int generating key selector is faster than the one that requires a custom comparer. We extract a function from the ScreenZPosition function that determines the Z position of a WPos with an offset, but does not account for the tileset height. For the ordering function this is fine as only the relative magnitude of the comparison keys matter, so we don't need to spend time adjusting for the tileset height, as that won't affect the sort.
2015-01-07 18:22:38 +00:00

90 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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 COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
namespace OpenRA.Graphics
{
public interface IRenderable
{
WPos Pos { get; }
float Scale { get; }
PaletteReference Palette { get; }
int ZOffset { get; }
bool IsDecoration { get; }
IRenderable WithScale(float newScale);
IRenderable WithPalette(PaletteReference newPalette);
IRenderable WithZOffset(int newOffset);
IRenderable OffsetBy(WVec offset);
IRenderable AsDecoration();
void BeforeRender(WorldRenderer wr);
void Render(WorldRenderer wr);
void RenderDebugGeometry(WorldRenderer wr);
}
public struct SpriteRenderable : IRenderable
{
public static readonly IEnumerable<IRenderable> None = new IRenderable[0].AsEnumerable();
readonly Sprite sprite;
readonly WPos pos;
readonly WVec offset;
readonly int zOffset;
readonly PaletteReference palette;
readonly float scale;
readonly bool isDecoration;
public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, bool isDecoration)
{
this.sprite = sprite;
this.pos = pos;
this.offset = offset;
this.zOffset = zOffset;
this.palette = palette;
this.scale = scale;
this.isDecoration = isDecoration;
}
public WPos Pos { get { return pos + offset; } }
public WVec Offset { get { return offset; } }
public float Scale { get { return scale; } }
public PaletteReference Palette { get { return palette; } }
public int ZOffset { get { return zOffset; } }
public bool IsDecoration { get { return isDecoration; } }
public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, newScale, isDecoration); }
public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, isDecoration); }
public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, isDecoration); }
public IRenderable OffsetBy(WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, isDecoration); }
public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, true); }
float2 ScreenPosition(WorldRenderer wr)
{
return wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size).ToInt2();
}
public void BeforeRender(WorldRenderer wr) { }
public void Render(WorldRenderer wr)
{
Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, sprite.Size * scale);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var offset = ScreenPosition(wr) + sprite.Offset;
Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + sprite.Size, Color.Red);
}
}
}