Files
OpenRA/OpenRa.Game/World.cs

105 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using BluntDirectX.Direct3D;
using OpenRa.FileFormats;
using System.Drawing;
namespace OpenRa.Game
{
class World
{
const int spritesPerBatch = 1024;
List<Actor> actors = new List<Actor>();
FvfVertexBuffer<Vertex> vb;
IndexBuffer ib;
GraphicsDevice device;
public World(GraphicsDevice device)
{
this.device = device;
this.vb = new FvfVertexBuffer<Vertex>(device, spritesPerBatch * 4, Vertex.Format);
this.ib = new IndexBuffer(device, spritesPerBatch * 6);
}
public void Add(Actor a)
{
actors.Add(a); //todo: protect from concurrent modification
}
// assumption: its not going to hurt, to draw *all* units.
// in reality, 500 tanks is going to hurt our perf.
// assumption: we dont skip around between sheets much. otherwise, our perf is going to SUCK.
// this can be fixed by pooling vertex/index lists, except that breaks z-ordering
// across sheets.
// assumption: when people fix these items, they might update the warning comment?
public void Draw(Renderer renderer, Range<float> xr, Range<float> yr)
{
int sprites = 0;
List<Vertex> vertices = new List<Vertex>();
List<ushort> indices = new List<ushort>();
Sheet sheet = null;
foreach (Actor a in actors)
{
Sprite[] images = a.CurrentImages;
if (images == null)
continue;
if (a.location.X > xr.End || a.location.X < xr.Start - images[0].size.Width)
continue;
if (a.location.Y > yr.End || a.location.Y < yr.Start - images[0].size.Height)
continue;
foreach (Sprite image in images)
{
if( image.sheet != sheet && sprites > 0 && sheet != null )
{
DrawBatch( vertices, indices, renderer, sheet );
vertices = new List<Vertex>();
indices = new List<ushort>();
sprites = 0;
}
sheet = image.sheet;
Util.CreateQuad(vertices, indices, a.location, image, a.palette);
if (++sprites >= spritesPerBatch)
{
DrawBatch(vertices, indices, renderer, sheet);
vertices = new List<Vertex>();
indices = new List<ushort>();
sprites = 0;
}
}
}
if (sprites > 0)
DrawBatch(vertices, indices, renderer, sheet);
}
void DrawBatch(List<Vertex> vertices, List<ushort> indices, Renderer renderer, Sheet sheet)
{
vb.SetData(vertices.ToArray());
ib.SetData(indices.ToArray());
renderer.DrawWithShader(ShaderQuality.High,
delegate
{
renderer.DrawBatch(vb, ib,
new Range<int>(0, vertices.Count),
new Range<int>(0, indices.Count),
sheet.Texture);
});
}
}
}