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

90 lines
2.8 KiB
C#

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