LADXHD/InGame/GameObjects/Base/Pools/ComponentDrawPoolNew.cs
2023-12-14 17:21:22 -05:00

267 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects.Base.Components;
namespace ProjectZ.InGame.GameObjects.Base.Pools
{
class ComponentDrawPoolNew
{
// this sorting stuff is probably unnecessary if most objects are not using transparency between 0-1
public class DrawTile
{
public List<DrawComponent> DrawComponents = new List<DrawComponent>();
public float DrawPosition;
public int DrawIndex;
}
public List<DrawComponent> NoneTiledObjects = new List<DrawComponent>();
public DrawTile[,] ComponentTiles;
public readonly int TileWidth;
public readonly int TileHeight;
private int _noneTiledIndex;
private List<DrawComponent> _currentObjects = new List<DrawComponent>();
public ComponentDrawPoolNew(int width, int height, int tileWidth, int tileHeight)
{
if (width <= 0)
width = 1;
if (height <= 0)
height = 1;
var tWidth = width * 16;
var tHeight = height * 16;
TileWidth = tileWidth;
TileHeight = tileHeight;
ComponentTiles = new DrawTile[
(int)Math.Ceiling(tWidth / (float)TileWidth),
(int)Math.Ceiling(tHeight / (float)TileHeight)];
for (var y = 0; y < ComponentTiles.GetLength(1); y++)
for (var x = 0; x < ComponentTiles.GetLength(0); x++)
ComponentTiles[x, y] = new DrawTile();
}
public void AddEntity(GameObject gameObject)
{
if (gameObject.EntityPosition == null)
{
NoneTiledObjects.Add(gameObject.Components[DrawComponent.Index] as DrawComponent);
return;
}
var left = (int)((gameObject.EntityPosition.X + gameObject.EntitySize.X) / TileWidth);
var right = (int)((gameObject.EntityPosition.X + gameObject.EntitySize.X + gameObject.EntitySize.Width) / TileWidth);
var top = (int)((gameObject.EntityPosition.Y + gameObject.EntitySize.Y) / TileHeight);
var bottom = (int)((gameObject.EntityPosition.Y + gameObject.EntitySize.Y + gameObject.EntitySize.Height) / TileHeight);
left = MathHelper.Clamp(left, 0, ComponentTiles.GetLength(0) - 1);
right = MathHelper.Clamp(right, 0, ComponentTiles.GetLength(0) - 1);
top = MathHelper.Clamp(top, 0, ComponentTiles.GetLength(1) - 1);
bottom = MathHelper.Clamp(bottom, 0, ComponentTiles.GetLength(1) - 1);
for (var y = top; y <= bottom; y++)
for (var x = left; x <= right; x++)
ComponentTiles[x, y].DrawComponents.Add(gameObject.Components[DrawComponent.Index] as DrawComponent);
// update tile placement after the entity changes its position
gameObject.EntityPosition.AddPositionListener(typeof(ComponentPool), position => UpdatePartition(gameObject));
}
public void RemoveEntity(GameObject gameObject)
{
if (gameObject.EntityPosition == null)
{
NoneTiledObjects.Remove(gameObject.Components[DrawComponent.Index] as DrawComponent);
return;
}
gameObject.EntityPosition.PositionChangedDict.Remove(typeof(ComponentPool));
var left = (int)((gameObject.EntityPosition.X + gameObject.EntitySize.X) / TileWidth);
var right = (int)((gameObject.EntityPosition.X + gameObject.EntitySize.X + gameObject.EntitySize.Width) / TileWidth);
var top = (int)((gameObject.EntityPosition.Y + gameObject.EntitySize.Y) / TileHeight);
var bottom = (int)((gameObject.EntityPosition.Y + gameObject.EntitySize.Y + gameObject.EntitySize.Height) / TileHeight);
left = MathHelper.Clamp(left, 0, ComponentTiles.GetLength(0) - 1);
right = MathHelper.Clamp(right, 0, ComponentTiles.GetLength(0) - 1);
top = MathHelper.Clamp(top, 0, ComponentTiles.GetLength(1) - 1);
bottom = MathHelper.Clamp(bottom, 0, ComponentTiles.GetLength(1) - 1);
for (var y = top; y <= bottom; y++)
for (var x = left; x <= right; x++)
ComponentTiles[x, y].DrawComponents.Remove(gameObject.Components[DrawComponent.Index] as DrawComponent);
}
private void UpdatePartition(GameObject gameObject)
{
var left = (int)((gameObject.EntityPosition.LastPosition.X + gameObject.EntitySize.X) / TileWidth);
var right = (int)((gameObject.EntityPosition.LastPosition.X + gameObject.EntitySize.X + gameObject.EntitySize.Width) / TileWidth);
var top = (int)((gameObject.EntityPosition.LastPosition.Y + gameObject.EntitySize.Y) / TileHeight);
var bottom = (int)((gameObject.EntityPosition.LastPosition.Y + gameObject.EntitySize.Y + gameObject.EntitySize.Height) / TileHeight);
left = MathHelper.Clamp(left, 0, ComponentTiles.GetLength(0) - 1);
right = MathHelper.Clamp(right, 0, ComponentTiles.GetLength(0) - 1);
top = MathHelper.Clamp(top, 0, ComponentTiles.GetLength(1) - 1);
bottom = MathHelper.Clamp(bottom, 0, ComponentTiles.GetLength(1) - 1);
var leftNew = (int)((gameObject.EntityPosition.X + gameObject.EntitySize.X) / TileWidth);
var rightNew = (int)((gameObject.EntityPosition.X + gameObject.EntitySize.X + gameObject.EntitySize.Width) / TileWidth);
var topNew = (int)((gameObject.EntityPosition.Y + gameObject.EntitySize.Y) / TileHeight);
var bottomNew = (int)((gameObject.EntityPosition.Y + gameObject.EntitySize.Y + gameObject.EntitySize.Height) / TileHeight);
leftNew = MathHelper.Clamp(leftNew, 0, ComponentTiles.GetLength(0) - 1);
rightNew = MathHelper.Clamp(rightNew, 0, ComponentTiles.GetLength(0) - 1);
topNew = MathHelper.Clamp(topNew, 0, ComponentTiles.GetLength(1) - 1);
bottomNew = MathHelper.Clamp(bottomNew, 0, ComponentTiles.GetLength(1) - 1);
// remove the entity at the old position
for (var y = top; y <= bottom; y++)
for (var x = left; x <= right; x++)
if (!(leftNew <= x && x <= rightNew &&
topNew <= y && y <= bottomNew))
ComponentTiles[x, y].DrawComponents.Remove(gameObject.Components[DrawComponent.Index] as DrawComponent);
// add the entity at the new position
for (var y = topNew; y <= bottomNew; y++)
for (var x = leftNew; x <= rightNew; x++)
if (!(left <= x && x <= right &&
top <= y && y <= bottom))
ComponentTiles[x, y].DrawComponents.Add(gameObject.Components[DrawComponent.Index] as DrawComponent);
}
public void DrawPool(SpriteBatch spriteBatch, int posX, int posY, int width, int height, int startLayer, int endLayer)
{
var left = posX / TileWidth;
var right = (posX + width) / TileWidth;
var top = posY / TileHeight;
var bottom = (posY + height) / TileHeight;
left = MathHelper.Clamp(left, 0, ComponentTiles.GetLength(0) - 1);
right = MathHelper.Clamp(right, 0, ComponentTiles.GetLength(0) - 1);
top = MathHelper.Clamp(top, 0, ComponentTiles.GetLength(1) - 1);
bottom = MathHelper.Clamp(bottom, 0, ComponentTiles.GetLength(1) - 1);
// sort the tiles
if (startLayer == 0)
{
NoneTiledObjects.Sort();
_noneTiledIndex = 0;
for (var y = top; y <= bottom; y++)
for (var x = left; x <= right; x++)
{
ComponentTiles[x, y].DrawIndex = 0;
ComponentTiles[x, y].DrawComponents.Sort();
}
}
// draw from start to end layer
for (var z = startLayer; z < endLayer; z++)
{
for (var y = top; y <= bottom; y++)
DrawTileRow(spriteBatch, z, y, left, right, top, bottom);
for (; _noneTiledIndex < NoneTiledObjects.Count; _noneTiledIndex++)
{
var gameObject = NoneTiledObjects[_noneTiledIndex];
if (!gameObject.IsActive)
continue;
if (gameObject.Layer > z)
break;
gameObject.Draw(spriteBatch);
}
}
}
private void DrawTileRow(SpriteBatch spriteBatch, int layer, int y, int left, int right, int top, int bottom)
{
var currentX = left;
var finishedX = left;
for (var x = left; x <= right; x++)
{
// finished drawing the tile?
if (ComponentTiles[x, y].DrawIndex == ComponentTiles[x, y].DrawComponents.Count ||
ComponentTiles[x, y].DrawComponents[ComponentTiles[x, y].DrawIndex].Layer > layer)
{
ComponentTiles[x, y].DrawPosition = float.MaxValue;
finishedX++;
}
else
ComponentTiles[x, y].DrawPosition =
ComponentTiles[x, y].DrawComponents[ComponentTiles[x, y].DrawIndex].Position.Y;
}
while (finishedX <= right)
{
// skip tile if it is already drawn
if (ComponentTiles[currentX, y].DrawPosition == float.MaxValue)
{
currentX++;
if (currentX > right)
currentX = left;
continue;
}
while (ComponentTiles[currentX, y].DrawPosition < float.MaxValue)
{
// TODO_Opt: this does only support components that are not split over more than one tile to the left or right of the Position.X tile
// tile on the left needs to be drawn first?
if (left <= currentX - 1 && ComponentTiles[currentX - 1, y].DrawPosition < ComponentTiles[currentX, y].DrawPosition)
{
currentX--;
break;
}
// does the tile on the right need to be drawn first?
if (currentX + 1 <= right && ComponentTiles[currentX, y].DrawPosition > ComponentTiles[currentX + 1, y].DrawPosition)
{
currentX++;
break;
}
// draw the object
var drawComponent = ComponentTiles[currentX, y].DrawComponents[ComponentTiles[currentX, y].DrawIndex];
var posX = (int)(drawComponent.Position.X / TileWidth);
var posY = (int)(drawComponent.Position.Y / TileHeight);
// make sure to only draw the component only one time
if (drawComponent.Owner.IsActive &&
(posX == currentX || posX < left && currentX == left || right < posX && currentX == right) &&
(posY == y || posY < top && y == top || bottom < posY && y == bottom))
{
drawComponent.Draw(spriteBatch);
}
ComponentTiles[currentX, y].DrawIndex++;
// all objects in the tile are drawn?
if (ComponentTiles[currentX, y].DrawIndex == ComponentTiles[currentX, y].DrawComponents.Count ||
ComponentTiles[currentX, y].DrawComponents[ComponentTiles[currentX, y].DrawIndex].Layer > layer)
{
finishedX++;
ComponentTiles[currentX, y].DrawPosition = float.MaxValue;
continue;
}
// update the draw position of the tile
ComponentTiles[currentX, y].DrawPosition =
ComponentTiles[currentX, y].DrawComponents[ComponentTiles[currentX, y].DrawIndex].Position.Y;
}
}
}
}
}