Add index buffer to TerrainSpriteLayer
This commit is contained in:
committed by
Matthias Mailänder
parent
9b8895df39
commit
0b90622251
@@ -12,12 +12,15 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.CompilerServices;
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namespace OpenRA.Graphics
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{
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public sealed class TerrainSpriteLayer : IDisposable
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{
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static readonly int[] CornerVertexMap = { 0, 1, 2, 2, 3, 0 };
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// PERF: we can reuse the IndexBuffer as all layers have the same size.
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static readonly ConditionalWeakTable<World, IndexBufferRc> IndexBuffers = new();
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readonly IndexBufferRc indexBufferWrapper;
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public readonly BlendMode BlendMode;
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@@ -28,7 +31,8 @@ namespace OpenRA.Graphics
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readonly Vertex[] vertices;
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readonly bool[] ignoreTint;
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readonly HashSet<int> dirtyRows = new();
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readonly int rowStride;
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readonly int indexRowStride;
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readonly int vertexRowStride;
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readonly bool restrictToBounds;
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readonly WorldRenderer worldRenderer;
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@@ -43,19 +47,25 @@ namespace OpenRA.Graphics
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this.emptySprite = emptySprite;
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sheets = new Sheet[SpriteRenderer.SheetCount];
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BlendMode = blendMode;
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map = world.Map;
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rowStride = 6 * map.MapSize.X;
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vertices = new Vertex[rowStride * map.MapSize.Y];
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palettes = new PaletteReference[map.MapSize.X * map.MapSize.Y];
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vertexRowStride = 4 * map.MapSize.X;
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vertices = new Vertex[vertexRowStride * map.MapSize.Y];
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vertexBuffer = Game.Renderer.Context.CreateVertexBuffer(vertices.Length);
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indexRowStride = 6 * map.MapSize.X;
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lock (IndexBuffers)
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{
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indexBufferWrapper = IndexBuffers.GetValue(world, world => new IndexBufferRc(world));
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indexBufferWrapper.AddRef();
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}
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palettes = new PaletteReference[map.MapSize.X * map.MapSize.Y];
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wr.PaletteInvalidated += UpdatePaletteIndices;
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if (wr.TerrainLighting != null)
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{
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ignoreTint = new bool[rowStride * map.MapSize.Y];
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ignoreTint = new bool[vertexRowStride * map.MapSize.Y];
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wr.TerrainLighting.CellChanged += UpdateTint;
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}
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}
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@@ -65,7 +75,7 @@ namespace OpenRA.Graphics
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for (var i = 0; i < vertices.Length; i++)
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{
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var v = vertices[i];
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var p = palettes[i / 6]?.TextureIndex ?? 0;
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var p = palettes[i / 4]?.TextureIndex ?? 0;
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, p, v.C, v.R, v.G, v.B, v.A);
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}
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@@ -97,10 +107,10 @@ namespace OpenRA.Graphics
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void UpdateTint(MPos uv)
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{
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var offset = rowStride * uv.V + 6 * uv.U;
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var offset = vertexRowStride * uv.V + 4 * uv.U;
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if (ignoreTint[offset])
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{
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for (var i = 0; i < 6; i++)
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for (var i = 0; i < 4; i++)
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{
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var v = vertices[offset + i];
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, v.A * float3.Ones, v.A);
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@@ -125,10 +135,10 @@ namespace OpenRA.Graphics
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// Apply tint directly to the underlying vertices
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// This saves us from having to re-query the sprite information, which has not changed
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for (var i = 0; i < 6; i++)
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for (var i = 0; i < 4; i++)
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{
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var v = vertices[offset + i];
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, v.A * weights[CornerVertexMap[i]], v.A);
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vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, v.A * weights[i], v.A);
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}
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dirtyRows.Add(uv.V);
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@@ -180,7 +190,7 @@ namespace OpenRA.Graphics
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if (!map.Tiles.Contains(uv))
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return;
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var offset = rowStride * uv.V + 6 * uv.U;
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var offset = vertexRowStride * uv.V + 4 * uv.U;
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Util.FastCreateQuad(vertices, pos, sprite, samplers, palette?.TextureIndex ?? 0, offset, scale * sprite.Size, alpha * float3.Ones, alpha);
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palettes[uv.V * map.MapSize.X + uv.U] = palette;
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@@ -209,13 +219,13 @@ namespace OpenRA.Graphics
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if (!dirtyRows.Remove(row))
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continue;
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var rowOffset = rowStride * row;
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vertexBuffer.SetData(vertices, rowOffset, rowOffset, rowStride);
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var rowOffset = vertexRowStride * row;
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vertexBuffer.SetData(vertices, rowOffset, rowOffset, vertexRowStride);
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}
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Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
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vertexBuffer, rowStride * firstRow, rowStride * (lastRow - firstRow),
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PrimitiveType.TriangleList, sheets, BlendMode);
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vertexBuffer, indexBufferWrapper.Buffer, indexRowStride * firstRow,
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indexRowStride * (lastRow - firstRow), sheets, BlendMode);
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Game.Renderer.Flush();
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}
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@@ -227,6 +237,29 @@ namespace OpenRA.Graphics
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worldRenderer.TerrainLighting.CellChanged -= UpdateTint;
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vertexBuffer.Dispose();
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lock (IndexBuffers)
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indexBufferWrapper.Dispose();
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}
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sealed class IndexBufferRc : IDisposable
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{
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public IIndexBuffer Buffer;
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int count;
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public IndexBufferRc(World world)
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{
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Buffer = Game.Renderer.Context.CreateIndexBuffer(Util.CreateQuadIndices(world.Map.MapSize.X * world.Map.MapSize.Y));
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}
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public void AddRef() { count++; }
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public void Dispose()
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{
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count--;
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if (count == 0)
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Buffer.Dispose();
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}
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}
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}
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}
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