Set world framebuffer size based on minimum zoom.
This avoids reallocating buffers each time the player changes zoom level.
This commit is contained in:
@@ -18,15 +18,19 @@ namespace OpenRA.Graphics
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public sealed class HardwarePalette : IDisposable
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{
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public ITexture Texture { get; private set; }
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public ITexture ColorShifts { get; private set; }
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public int Height { get; private set; }
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readonly Dictionary<string, ImmutablePalette> palettes = new Dictionary<string, ImmutablePalette>();
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readonly Dictionary<string, MutablePalette> mutablePalettes = new Dictionary<string, MutablePalette>();
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readonly Dictionary<string, int> indices = new Dictionary<string, int>();
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byte[] buffer = new byte[0];
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float[] colorShiftBuffer = new float[0];
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public HardwarePalette()
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{
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Texture = Game.Renderer.Context.CreateTexture();
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ColorShifts = Game.Renderer.Context.CreateTexture();
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}
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public bool Contains(string name)
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@@ -55,14 +59,18 @@ namespace OpenRA.Graphics
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if (palettes.ContainsKey(name))
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throw new InvalidOperationException($"Palette {name} has already been defined");
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int index = palettes.Count;
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// PERF: the first row in the palette textures is reserved as a placeholder for non-indexed sprites
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// that do not have a color-shift applied. This provides a quick shortcut to avoid querying the
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// color-shift texture for every pixel only to find that most are not shifted.
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var index = palettes.Count + 1;
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indices.Add(name, index);
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palettes.Add(name, p);
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if (palettes.Count > Height)
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if (index >= Height)
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{
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Height = Exts.NextPowerOf2(palettes.Count);
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Height = Exts.NextPowerOf2(index + 1);
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Array.Resize(ref buffer, Height * Palette.Size * 4);
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Array.Resize(ref colorShiftBuffer, Height * 4);
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}
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if (allowModifiers)
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@@ -82,6 +90,21 @@ namespace OpenRA.Graphics
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CopyBufferToTexture();
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}
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public void SetColorShift(string name, float hueOffset, float satOffset, float minHue, float maxHue)
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{
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var index = GetPaletteIndex(name);
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colorShiftBuffer[4 * index + 0] = hueOffset;
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colorShiftBuffer[4 * index + 1] = satOffset;
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colorShiftBuffer[4 * index + 2] = minHue;
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colorShiftBuffer[4 * index + 3] = maxHue;
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}
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public bool HasColorShift(string name)
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{
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var index = GetPaletteIndex(name);
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return colorShiftBuffer[4 * index + 2] != 0 || colorShiftBuffer[4 * index + 3] != 0;
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}
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public void Initialize()
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{
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CopyModifiablePalettesToBuffer();
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@@ -102,6 +125,7 @@ namespace OpenRA.Graphics
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void CopyBufferToTexture()
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{
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Texture.SetData(buffer, Palette.Size, Height);
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ColorShifts.SetFloatData(colorShiftBuffer, 1, Height);
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}
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public void ApplyModifiers(IEnumerable<IPaletteModifier> paletteMods)
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@@ -125,6 +149,7 @@ namespace OpenRA.Graphics
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public void Dispose()
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{
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Texture.Dispose();
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ColorShifts.Dispose();
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}
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}
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}
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@@ -28,5 +28,7 @@ namespace OpenRA.Graphics
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this.index = index;
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this.hardwarePalette = hardwarePalette;
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}
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public bool HasColorShift => hardwarePalette.HasColorShift(Name);
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}
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}
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@@ -41,6 +41,12 @@ namespace OpenRA.Graphics
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this.isDecoration = isDecoration;
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this.tintModifiers = tintModifiers;
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this.alpha = alpha;
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the fact that palettes are defined on traits rather than sequences
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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this.palette = null;
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}
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public WPos Pos => pos + offset;
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@@ -116,14 +116,28 @@ namespace OpenRA.Graphics
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nv += 6;
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}
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float ResolveTextureIndex(Sprite s, PaletteReference pal)
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{
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if (pal == null)
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return 0;
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the limitation that palettes are defined on traits rather than on sequences,
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// and can be removed once this has been fixed
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if (s.Channel == TextureChannel.RGBA && !pal.HasColorShift)
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return 0;
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return pal.TextureIndex;
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}
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public void DrawSprite(Sprite s, in float3 location, PaletteReference pal)
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{
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DrawSprite(s, location, pal.TextureIndex, s.Size);
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DrawSprite(s, location, ResolveTextureIndex(s, pal), s.Size);
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}
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public void DrawSprite(Sprite s, in float3 location, PaletteReference pal, float3 size)
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{
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DrawSprite(s, location, pal.TextureIndex, size);
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DrawSprite(s, location, ResolveTextureIndex(s, pal), size);
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}
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public void DrawSprite(Sprite s, in float3 a, in float3 b, in float3 c, in float3 d)
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@@ -142,7 +156,7 @@ namespace OpenRA.Graphics
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public void DrawSprite(Sprite s, in float3 location, PaletteReference pal, in float3 size, in float3 tint, float alpha)
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{
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DrawSprite(s, location, pal.TextureIndex, size, tint, alpha);
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DrawSprite(s, location, ResolveTextureIndex(s, pal), size, tint, alpha);
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}
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public void DrawSprite(Sprite s, in float3 a, in float3 b, in float3 c, in float3 d, in float3 tint, float alpha)
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@@ -189,9 +203,10 @@ namespace OpenRA.Graphics
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nv += v.Length;
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}
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public void SetPalette(ITexture palette)
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public void SetPalette(ITexture palette, ITexture colorShifts)
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{
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shader.SetTexture("Palette", palette);
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shader.SetTexture("ColorShifts", colorShifts);
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}
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public void SetViewportParams(Size screen, float depthScale, float depthOffset, int2 scroll)
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@@ -164,6 +164,12 @@ namespace OpenRA.Graphics
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throw new InvalidDataException("Attempted to add sprite with a different blend mode");
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samplers = new int2(GetOrAddSheetIndex(sprite.Sheet), GetOrAddSheetIndex((sprite as SpriteWithSecondaryData)?.SecondarySheet));
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the limitation that palettes are defined on traits rather than on sequences,
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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palette = null;
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}
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else
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{
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@@ -32,6 +32,12 @@ namespace OpenRA.Graphics
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this.palette = palette;
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this.scale = scale;
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this.alpha = alpha;
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// PERF: Remove useless palette assignments for RGBA sprites
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// HACK: This is working around the fact that palettes are defined on traits rather than sequences
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// and can be removed once this has been fixed
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if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
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this.palette = null;
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}
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// Does not exist in the world, so a world positions don't make sense
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@@ -109,6 +109,11 @@ namespace OpenRA.Graphics
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palettes[name].Palette = pal;
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}
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public void SetPaletteColorShift(string name, float hueOffset, float satOffset, float minHue, float maxHue)
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{
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palette.SetColorShift(name, hueOffset, satOffset, minHue, maxHue);
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}
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// PERF: Avoid LINQ.
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void GenerateRenderables()
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{
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