| 33 | |
| 34 | |
| 35 | bool cBiomeRenderer::Render(cPixmap & a_Pixmap) |
| 36 | { |
| 37 | cTimer Timer("cBiomeRenderer::Render"); |
| 38 | |
| 39 | int Wid = a_Pixmap.GetWidth(); |
| 40 | int Hei = a_Pixmap.GetHeight(); |
| 41 | |
| 42 | // Hint the approximate view area to the biome source so that it can adjust its caches: |
| 43 | int MinBlockX = ( - m_OriginX) * m_Zoom; |
| 44 | int MaxBlockX = (Wid - m_OriginX) * m_Zoom; |
| 45 | int MinBlockZ = ( - m_OriginY) * m_Zoom; |
| 46 | int MaxBlockZ = (Hei - m_OriginY) * m_Zoom; |
| 47 | m_Cache.HintViewArea(MinBlockX / 16 - 1, MaxBlockX / 16 + 1, MinBlockZ / 16 - 1, MaxBlockZ / 16 + 1); |
| 48 | |
| 49 | // Hold one current chunk of biome data: |
| 50 | int CurChunkX = -10000; |
| 51 | int CurChunkZ = -10000; |
| 52 | cChunkDef::BiomeMap CurBiomes; |
| 53 | |
| 54 | bool res = false; |
| 55 | |
| 56 | for (int y = 0; y < Hei; y++) |
| 57 | { |
| 58 | int BlockZ = (y - m_OriginY) * m_Zoom; |
| 59 | int ChunkZ = (BlockZ >= 0) ? (BlockZ / 16) : ((BlockZ + 1) / 16 - 1); |
| 60 | int RelZ = BlockZ - ChunkZ * 16; |
| 61 | for (int x = 0; x < Wid; x++) |
| 62 | { |
| 63 | int BlockX = (x - m_OriginX) * m_Zoom; |
| 64 | int ChunkX = (BlockX >= 0) ? (BlockX / 16) : ((BlockX + 1) / 16 - 1); |
| 65 | int RelX = BlockX - ChunkX * 16; |
| 66 | if ((ChunkZ != CurChunkZ) || (ChunkX != CurChunkX)) |
| 67 | { |
| 68 | CurChunkX = ChunkX; |
| 69 | CurChunkZ = ChunkZ; |
| 70 | switch (m_Cache.GetBiome(CurChunkX, CurChunkZ, CurBiomes)) |
| 71 | { |
| 72 | case cBiomeSource::baLater: |
| 73 | { |
| 74 | res = true; |
| 75 | // fallthrough: |
| 76 | } |
| 77 | case cBiomeSource::baNever: |
| 78 | { |
| 79 | for (int i = 0; i < ARRAYCOUNT(CurBiomes); i++) |
| 80 | { |
| 81 | CurBiomes[i] = biInvalidBiome; |
| 82 | } |
| 83 | break; |
| 84 | } |
| 85 | } // switch (Biome availability) |
| 86 | } |
| 87 | EMCSBiome Biome = cChunkDef::GetBiome(CurBiomes, RelX, RelZ); |
| 88 | a_Pixmap.SetPixel(x, y, GetBiomeColor(Biome)); |
| 89 | } // for x |
| 90 | } // for y |
| 91 | return res; |
| 92 | } |