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MLEM/MLEM.Extended/Tiled/IndividualTiledMapRenderer.cs

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MonoGame.Extended;
using MonoGame.Extended.Tiled;
namespace MLEM.Extended.Tiled {
public class IndividualTiledMapRenderer {
private TiledMap map;
private TileDrawInfo[,,] drawInfos;
private GetDepth depthFunction;
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public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
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if (map != null)
this.SetMap(map, depthFunction);
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}
public void SetMap(TiledMap map, GetDepth depthFunction = null) {
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this.map = map;
this.depthFunction = depthFunction ?? ((tile, layer, layerIndex, position) => 0);
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this.drawInfos = new TileDrawInfo[map.TileLayers.Count, map.Width, map.Height];
for (var i = 0; i < map.TileLayers.Count; i++) {
for (var x = 0; x < map.Width; x++) {
for (var y = 0; y < map.Height; y++) {
this.UpdateDrawInfo(i, x, y);
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}
}
}
}
public void UpdateDrawInfo(int layerIndex, int x, int y) {
var layer = this.map.TileLayers[layerIndex];
var tile = layer.GetTile(x, y);
if (tile.IsBlank)
return;
var tileset = tile.GetTileset(this.map);
var source = tileset.GetTileRegion(tile.GetLocalIdentifier(tileset, this.map));
var pos = new Point(x, y);
var depth = this.depthFunction(tile, layer, layerIndex, pos);
this.drawInfos[layerIndex, x, y] = new TileDrawInfo(this, tileset, pos, source, depth);
}
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public void Draw(SpriteBatch batch, RectangleF? frustum = null) {
for (var i = 0; i < this.map.TileLayers.Count; i++) {
this.DrawLayer(batch, i, frustum);
}
}
public void DrawLayer(SpriteBatch batch, int layerIndex, RectangleF? frustum = null) {
var frust = frustum ?? new RectangleF(0, 0, float.MaxValue, float.MaxValue);
var minX = Math.Max(0, frust.Left / this.map.TileWidth).Floor();
var minY = Math.Max(0, frust.Top / this.map.TileHeight).Floor();
var maxX = Math.Min(this.map.Width, frust.Right / this.map.TileWidth).Ceil();
var maxY = Math.Min(this.map.Height, frust.Bottom / this.map.TileHeight).Ceil();
for (var x = minX; x < maxX; x++) {
for (var y = minY; y < maxY; y++) {
var info = this.drawInfos[layerIndex, x, y];
if (info != null)
info.Draw(batch);
}
}
}
public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position);
private class TileDrawInfo {
private readonly IndividualTiledMapRenderer renderer;
private readonly TiledMapTileset tileset;
private readonly Point position;
private readonly Rectangle source;
private readonly float depth;
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public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTileset tileset, Point position, Rectangle source, float depth) {
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this.renderer = renderer;
this.tileset = tileset;
this.position = position;
this.source = source;
this.depth = depth;
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}
public void Draw(SpriteBatch batch) {
var drawPos = new Vector2(this.position.X * this.renderer.map.TileWidth, this.position.Y * this.renderer.map.TileHeight);
batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, this.depth);
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}
}
}
}