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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-16 04:25:23 +00:00

Revert "Render in two passes (#169)"

This reverts commit 05ce55da65.
This commit is contained in:
Tim Sarbin 2019-11-15 10:49:53 -05:00
parent 05ce55da65
commit a9cb2914b7

View File

@ -21,15 +21,9 @@ import (
"github.com/hajimehoshi/ebiten/ebitenutil"
)
type RegionTile struct {
tileX, tileY int // tile coordinates
offX, offY int // world space coordinates of tile origin
}
type EngineRegion struct {
Rect d2common.Rectangle
Region *Region
Tiles []RegionTile
}
type Engine struct {
@ -83,10 +77,6 @@ func (v *Engine) GenerateAct1Overworld() {
})
}
for i, _ := range v.regions {
v.GenTiles(&v.regions[i])
}
sx, sy := d2helper.IsoToScreen(int(region.StartX), int(region.StartY), 0, 0)
v.OffsetX = float64(sx) - 400
v.OffsetY = float64(sy) - 300
@ -111,45 +101,41 @@ func (v *Engine) Render(target *ebiten.Image) {
}
}
func (v *Engine) GenTiles(region *EngineRegion) {
func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) {
for y := 0; y < int(region.Region.TileHeight); y++ {
offX := -((y + region.Rect.Top) * 80) + (region.Rect.Left * 80)
offY := ((y + region.Rect.Top) * 40) + (region.Rect.Left * 40)
for x := 0; x < int(region.Region.TileWidth); x++ {
region.Tiles = append(region.Tiles, RegionTile{
tileX: x,
tileY: y,
offX: offX,
offY: offY,
})
sx, sy := d2helper.IsoToScreen(x+region.Rect.Left, y+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
v.RenderTile(region.Region, offX, offY, x, y, target)
}
offX += 80
offY += 40
}
}
}
func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) {
tilesToRender := make([]RegionTile, len(region.Tiles))
for i, tile := range region.Tiles {
sx, sy := d2helper.IsoToScreen(tile.tileX+region.Rect.Left, tile.tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
tilesToRender[i] = tile
}
}
for _, tile := range tilesToRender {
v.RenderTile(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
}
for _, tile := range tilesToRender {
v.RenderTileObjects(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
}
}
func (v *Engine) RenderTileObjects(region *Region, offX, offY, x, y int, target *ebiten.Image) {
func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
for i := range tile.Floors {
if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target)
}
for i := range tile.Shadows {
if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
}
for i := range tile.Walls {
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 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
for _, obj := range region.AnimationEntities {
if int(math.Floor(obj.LocationX)) == x && int(math.Floor(obj.LocationY)) == y {
obj.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY))
@ -189,26 +175,3 @@ func (v *Engine) RenderTileObjects(region *Region, offX, offY, x, y int, target
}
}
}
func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
for i := range tile.Floors {
if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target)
}
for i := range tile.Shadows {
if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
}
for i := range tile.Walls {
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 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
}