88 lines
2.4 KiB
C#
88 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenRa.FileFormats;
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using System.Drawing;
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using System.IO;
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using System.Windows.Forms;
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using Ijw.DirectX;
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namespace OpenRa.Game
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{
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class TerrainRenderer
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{
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FvfVertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer;
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Sheet terrainSheet;
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public TileSet tileSet;
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Region region;
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Renderer renderer;
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Map map;
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public TerrainRenderer(Renderer renderer, Map map, Viewport viewport)
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{
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this.renderer = renderer;
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region = Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw, delegate { });
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viewport.AddRegion(region);
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this.map = map;
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tileSet = new TileSet( map.TileSuffix );
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Dictionary<TileReference, Sprite> tileMapping =
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new Dictionary<TileReference, Sprite>();
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Size tileSize = new Size( 24, 24 );
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List<Vertex> vertices = new List<Vertex>();
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List<ushort> indices = new List<ushort>();
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for( int j = 0 ; j < map.Height ; j++ )
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for( int i = 0 ; i < map.Width ; i++ )
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{
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TileReference tileRef = map.MapTiles[ i + map.XOffset, j + map.YOffset ];
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Sprite tile;
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if( !tileMapping.TryGetValue( tileRef, out tile ) )
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tileMapping.Add( tileRef, tile = SheetBuilder.Add( tileSet.GetBytes( tileRef ), tileSize ) );
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terrainSheet = tile.sheet;
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Util.CreateQuad( vertices, indices, 24 * new float2( i, j ), tile, 0 );
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}
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Count, Vertex.Format );
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vertexBuffer.SetData( vertices.ToArray() );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Count );
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indexBuffer.SetData( indices.ToArray() );
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}
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void Draw()
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{
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int indicesPerRow = map.Width * 6;
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int verticesPerRow = map.Width * 4;
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int visibleRows = (int)(region.Size.Y / 24.0f + 2);
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int firstRow = (int)(region.Location.Y / 24.0f);
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int lastRow = firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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return;
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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renderer.DrawWithShader(ShaderQuality.Low, delegate
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{
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture);
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});
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}
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}
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}
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