Files
OpenRA/OpenRA.Game/Graphics/TerrainSpriteLayer.cs

136 lines
3.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
namespace OpenRA.Graphics
{
public sealed class TerrainSpriteLayer : IDisposable
{
public readonly Sheet Sheet;
public readonly BlendMode BlendMode;
readonly Sprite emptySprite;
readonly IVertexBuffer<Vertex> vertexBuffer;
readonly Vertex[] vertices;
readonly HashSet<int> dirtyRows = new HashSet<int>();
readonly int rowStride;
readonly bool restrictToBounds;
readonly WorldRenderer worldRenderer;
readonly Map map;
readonly PaletteReference palette;
public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, PaletteReference palette, bool restrictToBounds)
{
worldRenderer = wr;
this.restrictToBounds = restrictToBounds;
Sheet = sheet;
BlendMode = blendMode;
this.palette = palette;
map = world.Map;
rowStride = 6 * map.MapSize.X;
vertices = new Vertex[rowStride * map.MapSize.Y];
vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(vertices.Length);
emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
wr.PaletteInvalidated += UpdatePaletteIndices;
}
void UpdatePaletteIndices()
{
// Everything in the layer uses the same palette,
// so we can fix the indices in one pass
for (var i = 0; i < vertices.Length; i++)
{
var v = vertices[i];
vertices[i] = new Vertex(v.X, v.Y, v.Z, v.U, v.V, palette.TextureIndex, v.C);
}
for (var row = 0; row < map.MapSize.Y; row++)
dirtyRows.Add(row);
}
public void Update(CPos cell, Sprite sprite)
{
var pos = sprite == null ? float2.Zero :
worldRenderer.ScreenPosition(map.CenterOfCell(cell)) + sprite.Offset - 0.5f * sprite.Size;
Update(cell.ToMPos(map.Grid.Type), sprite, pos);
}
public void Update(MPos uv, Sprite sprite, float2 pos)
{
if (sprite != null)
{
if (sprite.Sheet != Sheet)
throw new InvalidDataException("Attempted to add sprite from a different sheet");
if (sprite.BlendMode != BlendMode)
throw new InvalidDataException("Attempted to add sprite with a different blend mode");
}
else
sprite = emptySprite;
var offset = rowStride * uv.V + 6 * uv.U;
Util.FastCreateQuad(vertices, pos, sprite, palette.TextureIndex, offset, sprite.Size);
dirtyRows.Add(uv.V);
}
public void Draw(Viewport viewport)
{
var cells = restrictToBounds ? viewport.VisibleCellsInsideBounds : viewport.AllVisibleCells;
// Only draw the rows that are visible.
var firstRow = cells.CandidateMapCoords.TopLeft.V.Clamp(0, map.MapSize.Y);
var lastRow = (cells.CandidateMapCoords.BottomRight.V + 1).Clamp(firstRow, map.MapSize.Y);
Game.Renderer.Flush();
// Flush any visible changes to the GPU
for (var row = firstRow; row <= lastRow; row++)
{
if (!dirtyRows.Remove(row))
continue;
var rowOffset = rowStride * row;
unsafe
{
// The compiler / language spec won't let us calculate a pointer to
// an offset inside a generic array T[], and so we are forced to
// calculate the start-of-row pointer here to pass in to SetData.
fixed (Vertex* vPtr = &vertices[0])
vertexBuffer.SetData((IntPtr)(vPtr + rowOffset), rowOffset, rowStride);
}
}
Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
vertexBuffer, rowStride * firstRow, rowStride * (lastRow - firstRow),
PrimitiveType.TriangleList, Sheet, BlendMode);
Game.Renderer.Flush();
}
public void Dispose()
{
worldRenderer.PaletteInvalidated -= UpdatePaletteIndices;
vertexBuffer.Dispose();
}
}
}