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https://github.com/OpenDiablo2/OpenDiablo2
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Render loop with two passes (#179)
* Render in two passes To avoid drawing over objects. * Apply optimization suggestions * Less pointers * Also call GenTiles in GenerateMap, oops.
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commit
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@ -21,9 +21,15 @@ import (
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"github.com/hajimehoshi/ebiten/ebitenutil"
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)
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type RegionTile struct {
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tileX, tileY int // tile coordinates
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offX, offY int // world space coordinates of tile origin
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}
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type EngineRegion struct {
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Rect d2common.Rectangle
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Region *Region
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Tiles []RegionTile
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}
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type Engine struct {
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@ -53,6 +59,10 @@ func (v *Engine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int) {
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Rect: d2common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)},
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Region: region,
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})
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for i, _ := range v.regions {
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v.GenTiles(&v.regions[i])
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}
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}
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func (v *Engine) GenerateAct1Overworld() {
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@ -77,6 +87,10 @@ func (v *Engine) GenerateAct1Overworld() {
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})
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}
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for i, _ := range v.regions {
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v.GenTiles(&v.regions[i])
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}
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sx, sy := d2helper.IsoToScreen(int(region.StartX), int(region.StartY), 0, 0)
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v.OffsetX = float64(sx) - 400
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v.OffsetY = float64(sy) - 300
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@ -101,41 +115,45 @@ func (v *Engine) Render(target *ebiten.Image) {
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}
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}
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func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) {
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func (v *Engine) GenTiles(region *EngineRegion) {
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for y := 0; y < int(region.Region.TileHeight); y++ {
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offX := -((y + region.Rect.Top) * 80) + (region.Rect.Left * 80)
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offY := ((y + region.Rect.Top) * 40) + (region.Rect.Left * 40)
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for x := 0; x < int(region.Region.TileWidth); x++ {
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sx, sy := d2helper.IsoToScreen(x+region.Rect.Left, y+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
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if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
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v.RenderTile(region.Region, offX, offY, x, y, target)
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}
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region.Tiles = append(region.Tiles, RegionTile{
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tileX: x,
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tileY: y,
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offX: offX,
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offY: offY,
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})
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offX += 80
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offY += 40
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}
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}
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}
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func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten.Image) {
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func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) {
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tilesToRender := make([]RegionTile, len(region.Tiles))
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for i, tile := range region.Tiles {
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sx, sy := d2helper.IsoToScreen(tile.tileX+region.Rect.Left, tile.tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
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if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
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tilesToRender[i] = tile
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}
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}
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for _, tile := range tilesToRender {
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v.RenderTile(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
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}
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for _, tile := range tilesToRender {
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v.RenderTileObjects(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
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}
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}
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func (v *Engine) RenderTileObjects(region *Region, offX, offY, x, y int, target *ebiten.Image) {
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tile := region.DS1.Tiles[y][x]
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for i := range tile.Floors {
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if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target)
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}
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for i := range tile.Shadows {
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if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
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}
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for i := range tile.Walls {
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if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 15 || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
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}
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for _, obj := range region.AnimationEntities {
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if int(math.Floor(obj.LocationX)) == x && int(math.Floor(obj.LocationY)) == y {
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obj.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY))
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@ -175,3 +193,26 @@ func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten
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}
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}
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}
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func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten.Image) {
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tile := region.DS1.Tiles[y][x]
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for i := range tile.Floors {
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if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target)
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}
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for i := range tile.Shadows {
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if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
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}
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for i := range tile.Walls {
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if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 15 || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
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}
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}
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