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

98 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Drawing;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
using OpenRA.Traits;
namespace OpenRA.Graphics
{
class TerrainRenderer
{
IVertexBuffer<Vertex> vertexBuffer;
Sheet terrainSheet;
World world;
Map map;
public TerrainRenderer(World world, WorldRenderer wr)
{
this.world = world;
this.map = world.Map;
var tileSize = new Size( Game.CellSize, Game.CellSize );
var tileMapping = new Cache<TileReference<ushort,byte>, Sprite>(
x => Game.modData.SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize));
var vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
terrainSheet = tileMapping[map.MapTiles.Value[map.Bounds.Left, map.Bounds.Top]].sheet;
int nv = 0;
var terrainPalette = Game.modData.Palette.GetPaletteIndex("terrain");
for( int j = map.Bounds.Top; j < map.Bounds.Bottom; j++ )
for( int i = map.Bounds.Left; i < map.Bounds.Right; i++ )
{
var tile = tileMapping[map.MapTiles.Value[i, j]];
// TODO: move GetPaletteIndex out of the inner loop.
Util.FastCreateQuad(vertices, Game.CellSize * new float2(i, j), tile, terrainPalette, nv, tile.size);
nv += 4;
if (tileMapping[map.MapTiles.Value[i, j]].sheet != terrainSheet)
throw new InvalidOperationException("Terrain sprites span multiple sheets");
}
vertexBuffer = Game.Renderer.Device.CreateVertexBuffer( vertices.Length );
vertexBuffer.SetData( vertices, nv );
}
public void Draw( WorldRenderer wr, Viewport viewport )
{
int verticesPerRow = map.Bounds.Width * 4;
int visibleRows = (int)(viewport.Height * 1f / Game.CellSize + 2);
int firstRow = (int)(viewport.Location.Y * 1f / Game.CellSize - map.Bounds.Top);
int lastRow = firstRow + visibleRows;
if (lastRow < 0 || firstRow > map.Bounds.Height)
return;
if (firstRow < 0) firstRow = 0;
if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height;
if (world.LocalPlayer != null && !world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue)
{
var r = world.LocalShroud.Bounds.Value;
if (firstRow < r.Top - map.Bounds.Top)
firstRow = r.Top - map.Bounds.Top;
if (firstRow > r.Bottom - map.Bounds.Top)
firstRow = r.Bottom - map.Bounds.Top;
}
if( lastRow < firstRow ) lastRow = firstRow;
Game.Renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
Game.Renderer.SpriteShader.Render(() =>
Game.Renderer.DrawBatch(vertexBuffer,
verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
PrimitiveType.QuadList));
foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
r.Render( wr );
}
}
}