Set world framebuffer size based on minimum zoom.

This avoids reallocating buffers each time the player changes zoom level.
This commit is contained in:
Paul Chote
2021-05-15 13:52:12 +01:00
committed by reaperrr
parent bb15bd20c0
commit 0735345674
9 changed files with 138 additions and 9 deletions

View File

@@ -18,15 +18,19 @@ namespace OpenRA.Graphics
public sealed class HardwarePalette : IDisposable
{
public ITexture Texture { get; private set; }
public ITexture ColorShifts { get; private set; }
public int Height { get; private set; }
readonly Dictionary<string, ImmutablePalette> palettes = new Dictionary<string, ImmutablePalette>();
readonly Dictionary<string, MutablePalette> mutablePalettes = new Dictionary<string, MutablePalette>();
readonly Dictionary<string, int> indices = new Dictionary<string, int>();
byte[] buffer = new byte[0];
float[] colorShiftBuffer = new float[0];
public HardwarePalette()
{
Texture = Game.Renderer.Context.CreateTexture();
ColorShifts = Game.Renderer.Context.CreateTexture();
}
public bool Contains(string name)
@@ -55,14 +59,18 @@ namespace OpenRA.Graphics
if (palettes.ContainsKey(name))
throw new InvalidOperationException($"Palette {name} has already been defined");
int index = palettes.Count;
// PERF: the first row in the palette textures is reserved as a placeholder for non-indexed sprites
// that do not have a color-shift applied. This provides a quick shortcut to avoid querying the
// color-shift texture for every pixel only to find that most are not shifted.
var index = palettes.Count + 1;
indices.Add(name, index);
palettes.Add(name, p);
if (palettes.Count > Height)
if (index >= Height)
{
Height = Exts.NextPowerOf2(palettes.Count);
Height = Exts.NextPowerOf2(index + 1);
Array.Resize(ref buffer, Height * Palette.Size * 4);
Array.Resize(ref colorShiftBuffer, Height * 4);
}
if (allowModifiers)
@@ -82,6 +90,21 @@ namespace OpenRA.Graphics
CopyBufferToTexture();
}
public void SetColorShift(string name, float hueOffset, float satOffset, float minHue, float maxHue)
{
var index = GetPaletteIndex(name);
colorShiftBuffer[4 * index + 0] = hueOffset;
colorShiftBuffer[4 * index + 1] = satOffset;
colorShiftBuffer[4 * index + 2] = minHue;
colorShiftBuffer[4 * index + 3] = maxHue;
}
public bool HasColorShift(string name)
{
var index = GetPaletteIndex(name);
return colorShiftBuffer[4 * index + 2] != 0 || colorShiftBuffer[4 * index + 3] != 0;
}
public void Initialize()
{
CopyModifiablePalettesToBuffer();
@@ -102,6 +125,7 @@ namespace OpenRA.Graphics
void CopyBufferToTexture()
{
Texture.SetData(buffer, Palette.Size, Height);
ColorShifts.SetFloatData(colorShiftBuffer, 1, Height);
}
public void ApplyModifiers(IEnumerable<IPaletteModifier> paletteMods)
@@ -125,6 +149,7 @@ namespace OpenRA.Graphics
public void Dispose()
{
Texture.Dispose();
ColorShifts.Dispose();
}
}
}

View File

@@ -28,5 +28,7 @@ namespace OpenRA.Graphics
this.index = index;
this.hardwarePalette = hardwarePalette;
}
public bool HasColorShift => hardwarePalette.HasColorShift(Name);
}
}

View File

@@ -41,6 +41,12 @@ namespace OpenRA.Graphics
this.isDecoration = isDecoration;
this.tintModifiers = tintModifiers;
this.alpha = alpha;
// PERF: Remove useless palette assignments for RGBA sprites
// HACK: This is working around the fact that palettes are defined on traits rather than sequences
// and can be removed once this has been fixed
if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
this.palette = null;
}
public WPos Pos => pos + offset;

View File

@@ -116,14 +116,28 @@ namespace OpenRA.Graphics
nv += 6;
}
float ResolveTextureIndex(Sprite s, PaletteReference pal)
{
if (pal == null)
return 0;
// PERF: Remove useless palette assignments for RGBA sprites
// HACK: This is working around the limitation that palettes are defined on traits rather than on sequences,
// and can be removed once this has been fixed
if (s.Channel == TextureChannel.RGBA && !pal.HasColorShift)
return 0;
return pal.TextureIndex;
}
public void DrawSprite(Sprite s, in float3 location, PaletteReference pal)
{
DrawSprite(s, location, pal.TextureIndex, s.Size);
DrawSprite(s, location, ResolveTextureIndex(s, pal), s.Size);
}
public void DrawSprite(Sprite s, in float3 location, PaletteReference pal, float3 size)
{
DrawSprite(s, location, pal.TextureIndex, size);
DrawSprite(s, location, ResolveTextureIndex(s, pal), size);
}
public void DrawSprite(Sprite s, in float3 a, in float3 b, in float3 c, in float3 d)
@@ -142,7 +156,7 @@ namespace OpenRA.Graphics
public void DrawSprite(Sprite s, in float3 location, PaletteReference pal, in float3 size, in float3 tint, float alpha)
{
DrawSprite(s, location, pal.TextureIndex, size, tint, alpha);
DrawSprite(s, location, ResolveTextureIndex(s, pal), size, tint, alpha);
}
public void DrawSprite(Sprite s, in float3 a, in float3 b, in float3 c, in float3 d, in float3 tint, float alpha)
@@ -189,9 +203,10 @@ namespace OpenRA.Graphics
nv += v.Length;
}
public void SetPalette(ITexture palette)
public void SetPalette(ITexture palette, ITexture colorShifts)
{
shader.SetTexture("Palette", palette);
shader.SetTexture("ColorShifts", colorShifts);
}
public void SetViewportParams(Size screen, float depthScale, float depthOffset, int2 scroll)

View File

@@ -164,6 +164,12 @@ namespace OpenRA.Graphics
throw new InvalidDataException("Attempted to add sprite with a different blend mode");
samplers = new int2(GetOrAddSheetIndex(sprite.Sheet), GetOrAddSheetIndex((sprite as SpriteWithSecondaryData)?.SecondarySheet));
// PERF: Remove useless palette assignments for RGBA sprites
// HACK: This is working around the limitation that palettes are defined on traits rather than on sequences,
// and can be removed once this has been fixed
if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
palette = null;
}
else
{

View File

@@ -32,6 +32,12 @@ namespace OpenRA.Graphics
this.palette = palette;
this.scale = scale;
this.alpha = alpha;
// PERF: Remove useless palette assignments for RGBA sprites
// HACK: This is working around the fact that palettes are defined on traits rather than sequences
// and can be removed once this has been fixed
if (sprite.Channel == TextureChannel.RGBA && !(palette?.HasColorShift ?? false))
this.palette = null;
}
// Does not exist in the world, so a world positions don't make sense

View File

@@ -109,6 +109,11 @@ namespace OpenRA.Graphics
palettes[name].Palette = pal;
}
public void SetPaletteColorShift(string name, float hueOffset, float satOffset, float minHue, float maxHue)
{
palette.SetColorShift(name, hueOffset, satOffset, minHue, maxHue);
}
// PERF: Avoid LINQ.
void GenerateRenderables()
{

View File

@@ -249,14 +249,16 @@ namespace OpenRA
public void SetPalette(HardwarePalette palette)
{
// Note: palette.Texture and palette.ColorShifts are updated at the same time
// so we only need to check one of the two to know whether we must update the textures
if (palette.Texture == currentPaletteTexture)
return;
Flush();
currentPaletteTexture = palette.Texture;
SpriteRenderer.SetPalette(currentPaletteTexture);
WorldSpriteRenderer.SetPalette(currentPaletteTexture);
SpriteRenderer.SetPalette(currentPaletteTexture, palette.ColorShifts);
WorldSpriteRenderer.SetPalette(currentPaletteTexture, palette.ColorShifts);
WorldModelRenderer.SetPalette(currentPaletteTexture);
}

View File

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