63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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class TerrainRenderer
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{
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IVertexBuffer<Vertex> vertexBuffer;
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World world;
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Map map;
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public TerrainRenderer(World world, WorldRenderer wr)
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{
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this.world = world;
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this.map = world.Map;
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var terrainPalette = wr.Palette("terrain").Index;
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var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
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var nv = 0;
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foreach (var cell in map.Cells)
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{
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var tile = wr.Theater.TileSprite(map.MapTiles.Value[cell]);
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var pos = wr.ScreenPosition(map.CenterOfCell(cell)) - 0.5f * tile.size;
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Util.FastCreateQuad(vertices, pos, tile, terrainPalette, nv, tile.size);
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nv += 4;
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}
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vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(vertices.Length);
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vertexBuffer.SetData(vertices, nv);
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}
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public void Draw(WorldRenderer wr, Viewport viewport)
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{
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var verticesPerRow = 4*map.Bounds.Width;
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var cells = viewport.VisibleCells;
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var shape = wr.world.Map.TileShape;
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// Only draw the rows that are visible.
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// VisibleCells is clamped to the map, so additional checks are unnecessary
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var firstRow = Map.CellToMap(shape, cells.TopLeft).Y - map.Bounds.Top;
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var lastRow = Map.CellToMap(shape, cells.BottomRight).Y - map.Bounds.Top + 1;
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Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
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vertexBuffer, verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
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PrimitiveType.QuadList, wr.Theater.Sheet);
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foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
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r.Render(wr);
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}
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}
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}
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