Implement TS-style terrain lighting.

This commit is contained in:
Paul Chote
2020-07-10 12:46:45 +01:00
committed by abcdefg30
parent fdb66c769c
commit 01e955ca37
11 changed files with 300 additions and 14 deletions

View File

@@ -442,6 +442,7 @@ namespace OpenRA
PerfHistory.Items["render_world"].HasNormalTick = false;
PerfHistory.Items["render_widgets"].HasNormalTick = false;
PerfHistory.Items["render_flip"].HasNormalTick = false;
PerfHistory.Items["terrain_lighting"].HasNormalTick = false;
JoinLocal();
@@ -706,6 +707,7 @@ namespace OpenRA
PerfHistory.Items["render_world"].Tick();
PerfHistory.Items["render_widgets"].Tick();
PerfHistory.Items["render_flip"].Tick();
PerfHistory.Items["terrain_lighting"].Tick();
}
static void Loop()

View File

@@ -75,7 +75,13 @@ namespace OpenRA.Graphics
if (ignoreWorldTint)
wsr.DrawSprite(sprite, ScreenPosition(wr), palette, scale * sprite.Size);
else
wsr.DrawSpriteWithTint(sprite, ScreenPosition(wr), palette, scale * sprite.Size, tint);
{
var t = tint;
if (wr.TerrainLighting != null)
t *= wr.TerrainLighting.TintAt(pos);
wsr.DrawSpriteWithTint(sprite, ScreenPosition(wr), palette, scale * sprite.Size, t);
}
}
public void RenderDebugGeometry(WorldRenderer wr)

View File

@@ -18,6 +18,8 @@ namespace OpenRA.Graphics
{
public sealed class TerrainSpriteLayer : IDisposable
{
static readonly int[] CornerVertexMap = { 0, 1, 2, 2, 3, 0 };
public readonly Sheet Sheet;
public readonly BlendMode BlendMode;
@@ -25,6 +27,7 @@ namespace OpenRA.Graphics
readonly IVertexBuffer<Vertex> vertexBuffer;
readonly Vertex[] vertices;
readonly bool[] ignoreTint;
readonly HashSet<int> dirtyRows = new HashSet<int>();
readonly int rowStride;
readonly bool restrictToBounds;
@@ -50,6 +53,12 @@ namespace OpenRA.Graphics
emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
wr.PaletteInvalidated += UpdatePaletteIndices;
if (wr.TerrainLighting != null)
{
ignoreTint = new bool[rowStride * map.MapSize.Y];
wr.TerrainLighting.CellChanged += UpdateTint;
}
}
void UpdatePaletteIndices()
@@ -59,7 +68,7 @@ namespace OpenRA.Graphics
for (var i = 0; i < vertices.Length; i++)
{
var v = vertices[i];
vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, new float3(v.R, v.G, v.B));
vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, v.R, v.G, v.B);
}
for (var row = 0; row < map.MapSize.Y; row++)
@@ -68,15 +77,15 @@ namespace OpenRA.Graphics
public void Clear(CPos cell)
{
Update(cell, null);
Update(cell, null, true);
}
public void Update(CPos cell, ISpriteSequence sequence, int frame)
{
Update(cell, sequence.GetSprite(frame));
Update(cell, sequence.GetSprite(frame), sequence.IgnoreWorldTint);
}
public void Update(CPos cell, Sprite sprite)
public void Update(CPos cell, Sprite sprite, bool ignoreTint)
{
var xyz = float3.Zero;
if (sprite != null)
@@ -85,10 +94,50 @@ namespace OpenRA.Graphics
xyz = worldRenderer.Screen3DPosition(cellOrigin) + sprite.Offset - 0.5f * sprite.Size;
}
Update(cell.ToMPos(map.Grid.Type), sprite, xyz);
Update(cell.ToMPos(map.Grid.Type), sprite, xyz, ignoreTint);
}
public void Update(MPos uv, Sprite sprite, float3 pos)
void UpdateTint(MPos uv)
{
var offset = rowStride * uv.V + 6 * uv.U;
if (ignoreTint[offset])
{
var noTint = float3.Ones;
for (var i = 0; i < 6; i++)
{
var v = vertices[offset + i];
vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, noTint);
}
return;
}
// Allow the terrain tint to vary linearly across the cell to smooth out the staircase effect
// This is done by sampling the lighting the corners of the sprite, even though those pixels are
// transparent for isometric tiles
var tl = worldRenderer.TerrainLighting;
var pos = map.CenterOfCell(uv.ToCPos(map));
var step = map.Grid.Type == MapGridType.RectangularIsometric ? 724 : 512;
var weights = new[]
{
tl.TintAt(pos + new WVec(-step, -step, 0)),
tl.TintAt(pos + new WVec(step, -step, 0)),
tl.TintAt(pos + new WVec(step, step, 0)),
tl.TintAt(pos + new WVec(-step, step, 0))
};
// Apply tint directly to the underlying vertices
// This saves us from having to re-query the sprite information, which has not changed
for (var i = 0; i < 6; i++)
{
var v = vertices[offset + i];
vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, weights[CornerVertexMap[i]]);
}
dirtyRows.Add(uv.V);
}
public void Update(MPos uv, Sprite sprite, float3 pos, bool ignoreTint)
{
if (sprite != null)
{
@@ -108,6 +157,12 @@ namespace OpenRA.Graphics
var offset = rowStride * uv.V + 6 * uv.U;
Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette.TextureIndex, offset, sprite.Size, float3.Ones);
if (worldRenderer.TerrainLighting != null)
{
this.ignoreTint[offset] = ignoreTint;
UpdateTint(uv);
}
dirtyRows.Add(uv.V);
}
@@ -149,6 +204,9 @@ namespace OpenRA.Graphics
public void Dispose()
{
worldRenderer.PaletteInvalidated -= UpdatePaletteIndices;
if (worldRenderer.TerrainLighting != null)
worldRenderer.TerrainLighting.CellChanged -= UpdateTint;
vertexBuffer.Dispose();
}
}

View File

@@ -28,6 +28,7 @@ namespace OpenRA.Graphics
public readonly World World;
public readonly Theater Theater;
public Viewport Viewport { get; private set; }
public readonly ITerrainLighting TerrainLighting;
public event Action PaletteInvalidated = null;
@@ -68,6 +69,7 @@ namespace OpenRA.Graphics
palette.Initialize();
Theater = new Theater(world.Map.Rules.TileSet);
TerrainLighting = world.WorldActor.TraitOrDefault<ITerrainLighting>();
terrainRenderer = world.WorldActor.TraitOrDefault<IRenderTerrain>();
debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());

View File

@@ -394,6 +394,13 @@ namespace OpenRA.Traits
[RequireExplicitImplementation]
public interface IRenderTerrain { void RenderTerrain(WorldRenderer wr, Viewport viewport); }
[RequireExplicitImplementation]
public interface ITerrainLighting
{
event Action<MPos> CellChanged;
float3 TintAt(WPos pos);
}
public interface IRenderAboveShroud
{
IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr);

View File

@@ -144,9 +144,12 @@ namespace OpenRA.Mods.Common.Graphics
var sd = shadowOrigin + psb[3];
var wrsr = Game.Renderer.WorldRgbaSpriteRenderer;
var ti = model.tint;
wrsr.DrawSpriteWithTint(renderProxy.ShadowSprite, sa, sb, sc, sd, ti);
wrsr.DrawSpriteWithTint(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size, renderProxy.Sprite.Size, ti);
var t = model.tint;
if (wr.TerrainLighting != null)
t *= wr.TerrainLighting.TintAt(model.pos);
wrsr.DrawSpriteWithTint(renderProxy.ShadowSprite, sa, sb, sc, sd, t);
wrsr.DrawSpriteWithTint(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size, renderProxy.Sprite.Size, t);
}
public void RenderDebugGeometry(WorldRenderer wr)

View File

@@ -0,0 +1,67 @@
#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Adds a localized circular light centered on the actor to the world's TerrainLightSource trait.")]
public class TerrainLightSourceInfo : TraitInfo, INotifyEditorPlacementInfo, IRulesetLoaded, ILobbyCustomRulesIgnore
{
public readonly WDist Range = WDist.FromCells(10);
public readonly float Intensity = 0;
public readonly float RedTint = 0;
public readonly float GreenTint = 0;
public readonly float BlueTint = 0;
object INotifyEditorPlacementInfo.AddedToEditor(EditorActorPreview preview, World editorWorld)
{
var tint = new float3(RedTint, GreenTint, BlueTint);
return editorWorld.WorldActor.Trait<TerrainLighting>().AddLightSource(preview.CenterPosition, Range, Intensity, tint);
}
void INotifyEditorPlacementInfo.RemovedFromEditor(EditorActorPreview preview, World editorWorld, object data)
{
editorWorld.WorldActor.Trait<TerrainLighting>().RemoveLightSource((int)data);
}
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (!rules.Actors["world"].HasTraitInfo<TerrainLightingInfo>())
throw new YamlException("TerrainLightSource can only be used with the world TerrainLighting trait.");
}
public override object Create(ActorInitializer init) { return new TerrainLightSource(init.Self, this); }
}
public sealed class TerrainLightSource : INotifyAddedToWorld, INotifyRemovedFromWorld
{
readonly TerrainLightSourceInfo info;
readonly TerrainLighting terrainLighting;
int lightingToken = -1;
public TerrainLightSource(Actor self, TerrainLightSourceInfo info)
{
this.info = info;
terrainLighting = self.World.WorldActor.Trait<TerrainLighting>();
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
lightingToken = terrainLighting.AddLightSource(self.CenterPosition, info.Range, info.Intensity, new float3(info.RedTint, info.GreenTint, info.BlueTint));
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
terrainLighting.RemoveLightSource(lightingToken);
}
}
}

View File

@@ -0,0 +1,141 @@
#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Primitives;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Add to the world actor to apply a global lighting tint and allow actors using the TerrainLightSource to add localised lighting.")]
public class TerrainLightingInfo : TraitInfo, ILobbyCustomRulesIgnore
{
public readonly float Intensity = 1;
public readonly float HeightStep = 0;
public readonly float RedTint = 1;
public readonly float GreenTint = 1;
public readonly float BlueTint = 1;
[Desc("Size of light source partition bins (cells)")]
public readonly int BinSize = 10;
public override object Create(ActorInitializer init) { return new TerrainLighting(init.World, this); }
}
public sealed class TerrainLighting : ITerrainLighting
{
class LightSource
{
public readonly WPos Pos;
public readonly CPos Cell;
public readonly WDist Range;
public readonly float Intensity;
public readonly float3 Tint;
public LightSource(WPos pos, CPos cell, WDist range, float intensity, float3 tint)
{
Pos = pos;
Cell = cell;
Range = range;
Intensity = intensity;
Tint = tint;
}
}
readonly TerrainLightingInfo info;
readonly Map map;
readonly Dictionary<int, LightSource> lightSources = new Dictionary<int, LightSource>();
readonly SpatiallyPartitioned<LightSource> partitionedLightSources;
readonly float3 globalTint;
int nextLightSourceToken = 1;
public event Action<MPos> CellChanged = null;
public TerrainLighting(World world, TerrainLightingInfo info)
{
this.info = info;
map = world.Map;
globalTint = new float3(info.RedTint, info.GreenTint, info.BlueTint);
var cellSize = map.Grid.Type == MapGridType.RectangularIsometric ? 1448 : 1024;
partitionedLightSources = new SpatiallyPartitioned<LightSource>(
(map.MapSize.X + 1) * cellSize,
(map.MapSize.Y + 1) * cellSize,
info.BinSize * cellSize);
}
Rectangle Bounds(LightSource source)
{
var c = source.Pos;
var r = source.Range.Length;
return new Rectangle(c.X - r, c.Y - r, 2 * r, 2 * r);
}
public int AddLightSource(WPos pos, WDist range, float intensity, float3 tint)
{
var token = nextLightSourceToken++;
var source = new LightSource(pos, map.CellContaining(pos), range, intensity, tint);
var bounds = Bounds(source);
lightSources.Add(token, source);
partitionedLightSources.Add(source, bounds);
if (CellChanged != null)
foreach (var c in map.FindTilesInCircle(source.Cell, (source.Range.Length + 1023) / 1024))
CellChanged(c.ToMPos(map));
return token;
}
public void RemoveLightSource(int token)
{
LightSource source;
if (!lightSources.TryGetValue(token, out source))
return;
lightSources.Remove(token);
partitionedLightSources.Remove(source);
if (CellChanged != null)
foreach (var c in map.FindTilesInCircle(source.Cell, (source.Range.Length + 1023) / 1024))
CellChanged(c.ToMPos(map));
}
float3 ITerrainLighting.TintAt(WPos pos)
{
using (new PerfSample("terrain_lighting"))
{
var uv = map.CellContaining(pos).ToMPos(map);
var tint = globalTint;
if (!map.Height.Contains(uv))
return tint;
var intensity = info.Intensity + info.HeightStep * map.Height[uv];
if (lightSources.Count > 0)
{
foreach (var source in partitionedLightSources.At(new int2(pos.X, pos.Y)))
{
var range = source.Range.Length;
var distance = (source.Pos - pos).Length;
if (distance > range)
continue;
var falloff = (range - distance) * 1f / range;
intensity += falloff * source.Intensity;
tint += falloff * source.Tint;
}
}
return intensity * tint;
}
}
}
}

View File

@@ -292,8 +292,8 @@ namespace OpenRA.Mods.Common.Traits
if (fogSprite != null)
fogPos += fogSprite.Offset - 0.5f * fogSprite.Size;
shroudLayer.Update(uv, shroudSprite, shroudPos);
fogLayer.Update(uv, fogSprite, fogPos);
shroudLayer.Update(uv, shroudSprite, shroudPos, true);
fogLayer.Update(uv, fogSprite, fogPos, true);
}
}

View File

@@ -59,7 +59,7 @@ namespace OpenRA.Mods.Common.Traits
var sprite = theater.TileSprite(tile);
foreach (var kv in spriteLayers)
kv.Value.Update(cell, palette == kv.Key ? sprite : null);
kv.Value.Update(cell, palette == kv.Key ? sprite : null, false);
}
void IRenderTerrain.RenderTerrain(WorldRenderer wr, Viewport viewport)

View File

@@ -97,7 +97,7 @@ namespace OpenRA.Mods.D2k.Traits
// Terrain tiles define their origin at the topleft
var s = theater.TileSprite(tile.Value);
var ss = new Sprite(s.Sheet, s.Bounds, s.ZRamp, float2.Zero, s.Channel, s.BlendMode);
render.Update(kv.Key, ss);
render.Update(kv.Key, ss, false);
}
else
render.Clear(kv.Key);