90 lines
2.7 KiB
C#
90 lines
2.7 KiB
C#
using System.Drawing;
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using Ijw.DirectX;
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using IjwFramework.Collections;
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using OpenRa.FileFormats;
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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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FvfVertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer;
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Sheet terrainSheet;
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Renderer renderer;
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Map map;
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OverlayRenderer overlayRenderer;
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public TerrainRenderer(World world, Renderer renderer)
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{
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this.renderer = renderer;
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this.map = world.Map;
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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var tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.Add(world.TileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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int nv = 0;
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int ni = 0;
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for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, (int)PaletteType.Terrain, nv, ni, tile.size);
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nv += 4;
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ni += 6;
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer.SetData( vertices );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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indexBuffer.SetData( indices );
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overlayRenderer = new OverlayRenderer( renderer, map );
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}
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public void Draw( Viewport viewport )
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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)(viewport.Height / 24.0f + 2);
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int firstRow = (int)((viewport.Location.Y) / 24.0f - map.YOffset);
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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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if (!Game.world.LocalPlayer.Shroud.HasGPS && Game.world.LocalPlayer.Shroud.bounds.HasValue)
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{
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var r = Game.world.LocalPlayer.Shroud.bounds.Value;
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if (firstRow < r.Top - map.YOffset)
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firstRow = r.Top - map.YOffset;
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if (firstRow > r.Bottom - map.YOffset)
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firstRow = r.Bottom - map.YOffset;
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}
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Render(() =>
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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, PrimitiveType.TriangleList, renderer.SpriteShader));
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overlayRenderer.Draw();
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}
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}
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}
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