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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@@ -249,14 +249,16 @@ namespace OpenRA
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public void SetPalette(HardwarePalette palette)
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{
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// Note: palette.Texture and palette.ColorShifts are updated at the same time
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// so we only need to check one of the two to know whether we must update the textures
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if (palette.Texture == currentPaletteTexture)
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return;
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Flush();
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currentPaletteTexture = palette.Texture;
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SpriteRenderer.SetPalette(currentPaletteTexture);
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WorldSpriteRenderer.SetPalette(currentPaletteTexture);
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SpriteRenderer.SetPalette(currentPaletteTexture, palette.ColorShifts);
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WorldSpriteRenderer.SetPalette(currentPaletteTexture, palette.ColorShifts);
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WorldModelRenderer.SetPalette(currentPaletteTexture);
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}
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@@ -12,6 +12,7 @@ uniform sampler2D Texture5;
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uniform sampler2D Texture6;
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uniform sampler2D Texture7;
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uniform sampler2D Palette;
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uniform sampler2D ColorShifts;
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uniform bool EnableDepthPreview;
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uniform float DepthTextureScale;
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@@ -69,6 +70,49 @@ float jet_b(float x)
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return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
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}
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vec3 rgb2hsv(vec3 c)
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{
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// From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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// From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float srgb2linear(float c)
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{
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// Standard gamma conversion equation: see e.g. http://entropymine.com/imageworsener/srgbformula/
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return c <= 0.04045f ? c / 12.92f : pow((c + 0.055f) / 1.055f, 2.4f);
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}
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vec4 srgb2linear(vec4 c)
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{
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// The SRGB color has pre-multiplied alpha which we must undo before removing the the gamma correction
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return c.a * vec4(srgb2linear(c.r / c.a), srgb2linear(c.g / c.a), srgb2linear(c.b / c.a), 1.0f);
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}
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float linear2srgb(float c)
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{
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// Standard gamma conversion equation: see e.g. http://entropymine.com/imageworsener/srgbformula/
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return c <= 0.0031308 ? c * 12.92f : 1.055f * pow(c, 1.0f / 2.4f) - 0.055f;
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}
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vec4 linear2srgb(vec4 c)
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{
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// The linear color has pre-multiplied alpha which we must undo before applying the the gamma correction
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return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f);
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}
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#if __VERSION__ == 120
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vec2 Size(float samplerIndex)
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{
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@@ -178,6 +222,21 @@ vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y);
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}
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vec4 ColorShift(vec4 c, float p)
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{
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#if __VERSION__ == 120
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vec4 shift = texture2D(ColorShifts, vec2(0.5, p));
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#else
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vec4 shift = texture(ColorShifts, vec2(0.5, p));
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#endif
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vec3 hsv = rgb2hsv(srgb2linear(c).rgb);
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if (hsv.r >= shift.b && shift.a >= hsv.r)
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c = linear2srgb(vec4(hsv2rgb(vec3(hsv.r + shift.r, clamp(hsv.g + shift.g, 0.0, 1.0), hsv.b)), c.a));
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return c;
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}
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void main()
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{
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vec2 coords = vTexCoord.st;
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@@ -215,6 +274,9 @@ void main()
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if (c.a == 0.0)
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discard;
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if (vRGBAFraction.r > 0.0 && vTexMetadata.s > 0.0)
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c = ColorShift(c, vTexMetadata.s);
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float depth = gl_FragCoord.z;
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if (length(vDepthMask) > 0.0)
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{
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