Merge RGBA sprite rendering into SpriteRenderer.

Renderer.RgbaSpriteRenderer is kept as a thin
wrapper to maintain compatibility with consumer
code.
This commit is contained in:
Paul Chote
2018-05-31 22:07:40 +00:00
committed by reaperrr
parent ba38878933
commit 131496ebf8
10 changed files with 95 additions and 92 deletions

View File

@@ -0,0 +1,52 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 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 System.Drawing;
using System.Linq;
namespace OpenRA.Graphics
{
public class RgbaSpriteRenderer
{
readonly SpriteRenderer parent;
public RgbaSpriteRenderer(SpriteRenderer parent)
{
this.parent = parent;
}
public void DrawSprite(Sprite s, float3 location, float3 size)
{
if (s.Channel != TextureChannel.RGBA)
throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
parent.DrawSprite(s, location, 0, size);
}
public void DrawSprite(Sprite s, float3 location)
{
if (s.Channel != TextureChannel.RGBA)
throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
parent.DrawSprite(s, location, 0, s.Size);
}
public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
{
if (s.Channel != TextureChannel.RGBA)
throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
parent.DrawSprite(s, a, b, c, d);
}
}
}

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@@ -59,6 +59,13 @@ namespace OpenRA.Graphics
currentSheet = s.Sheet; currentSheet = s.Sheet;
} }
internal void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
nv += 6;
}
public void DrawSprite(Sprite s, float3 location, PaletteReference pal) public void DrawSprite(Sprite s, float3 location, PaletteReference pal)
{ {
DrawSprite(s, location, pal.TextureIndex, s.Size); DrawSprite(s, location, pal.TextureIndex, s.Size);
@@ -69,24 +76,6 @@ namespace OpenRA.Graphics
DrawSprite(s, location, pal.TextureIndex, size); DrawSprite(s, location, pal.TextureIndex, size);
} }
void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
nv += 6;
}
// For RGBASpriteRenderer, which doesn't use palettes
public void DrawSprite(Sprite s, float3 location)
{
DrawSprite(s, location, 0, s.Size);
}
public void DrawSprite(Sprite s, float3 location, float3 size)
{
DrawSprite(s, location, 0, size);
}
public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d) public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
{ {
SetRenderStateForSprite(s); SetRenderStateForSprite(s);
@@ -94,13 +83,6 @@ namespace OpenRA.Graphics
nv += 6; nv += 6;
} }
public void DrawSprite(Sprite s, Vertex[] sourceVertices, int offset)
{
SetRenderStateForSprite(s);
Array.Copy(sourceVertices, offset, vertices, nv, 6);
nv += 6;
}
public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet, BlendMode blendMode) public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet, BlendMode blendMode)
{ {
shader.SetTexture("DiffuseTexture", sheet.GetTexture()); shader.SetTexture("DiffuseTexture", sheet.GetTexture());

View File

@@ -36,7 +36,7 @@ namespace OpenRA.Graphics
float sb = 0; float sb = 0;
// See shp.vert for documentation on the channel attribute format // See shp.vert for documentation on the channel attribute format
var attribC = ((byte)r.Channel) << 1 | 0x01; var attribC = r.Channel == TextureChannel.RGBA ? 0x02 : ((byte)r.Channel) << 1 | 0x01;
var ss = r as SpriteWithSecondaryData; var ss = r as SpriteWithSecondaryData;
if (ss != null) if (ss != null)

View File

@@ -169,7 +169,6 @@ namespace OpenRA.Graphics
{ {
lastDepthPreviewEnabled = debugVis.Value.DepthBuffer; lastDepthPreviewEnabled = debugVis.Value.DepthBuffer;
Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled); Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled);
Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled);
} }
RefreshPalette(); RefreshPalette();

View File

@@ -260,6 +260,7 @@
<Compile Include="HotkeyManager.cs" /> <Compile Include="HotkeyManager.cs" />
<Compile Include="HotkeyDefinition.cs" /> <Compile Include="HotkeyDefinition.cs" />
<Compile Include="Traits\Interactable.cs" /> <Compile Include="Traits\Interactable.cs" />
<Compile Include="Graphics\RgbaSpriteRenderer.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="FileSystem\Folder.cs" /> <Compile Include="FileSystem\Folder.cs" />

View File

@@ -21,12 +21,12 @@ namespace OpenRA
public sealed class Renderer : IDisposable public sealed class Renderer : IDisposable
{ {
public SpriteRenderer WorldSpriteRenderer { get; private set; } public SpriteRenderer WorldSpriteRenderer { get; private set; }
public SpriteRenderer WorldRgbaSpriteRenderer { get; private set; } public RgbaSpriteRenderer WorldRgbaSpriteRenderer { get; private set; }
public RgbaColorRenderer WorldRgbaColorRenderer { get; private set; } public RgbaColorRenderer WorldRgbaColorRenderer { get; private set; }
public ModelRenderer WorldModelRenderer { get; private set; } public ModelRenderer WorldModelRenderer { get; private set; }
public RgbaColorRenderer RgbaColorRenderer { get; private set; } public RgbaColorRenderer RgbaColorRenderer { get; private set; }
public SpriteRenderer RgbaSpriteRenderer { get; private set; }
public SpriteRenderer SpriteRenderer { get; private set; } public SpriteRenderer SpriteRenderer { get; private set; }
public RgbaSpriteRenderer RgbaSpriteRenderer { get; private set; }
public IReadOnlyDictionary<string, SpriteFont> Fonts; public IReadOnlyDictionary<string, SpriteFont> Fonts;
internal IGraphicsDevice Device { get; private set; } internal IGraphicsDevice Device { get; private set; }
@@ -57,11 +57,11 @@ namespace OpenRA
SheetSize = graphicSettings.SheetSize; SheetSize = graphicSettings.SheetSize;
WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer); WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
WorldModelRenderer = new ModelRenderer(this, Device.CreateShader("model")); WorldModelRenderer = new ModelRenderer(this, Device.CreateShader("model"));
SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer); RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
tempBuffer = Device.CreateVertexBuffer(TempBufferSize); tempBuffer = Device.CreateVertexBuffer(TempBufferSize);
@@ -124,7 +124,6 @@ namespace OpenRA
if (resolutionChanged) if (resolutionChanged)
{ {
lastResolution = Resolution; lastResolution = Resolution;
RgbaSpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
SpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero); SpriteRenderer.SetViewportParams(lastResolution, 0f, 0f, 1f, int2.Zero);
} }
@@ -133,7 +132,6 @@ namespace OpenRA
{ {
lastScroll = scroll; lastScroll = scroll;
lastZoom = zoom; lastZoom = zoom;
WorldRgbaSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll);
WorldSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll); WorldSpriteRenderer.SetViewportParams(lastResolution, depthScale, depthOffset, zoom, scroll);
WorldModelRenderer.SetViewportParams(lastResolution, zoom, scroll); WorldModelRenderer.SetViewportParams(lastResolution, zoom, scroll);
} }
@@ -147,10 +145,8 @@ namespace OpenRA
Flush(); Flush();
currentPaletteTexture = palette.Texture; currentPaletteTexture = palette.Texture;
RgbaSpriteRenderer.SetPalette(currentPaletteTexture);
SpriteRenderer.SetPalette(currentPaletteTexture); SpriteRenderer.SetPalette(currentPaletteTexture);
WorldSpriteRenderer.SetPalette(currentPaletteTexture); WorldSpriteRenderer.SetPalette(currentPaletteTexture);
WorldRgbaSpriteRenderer.SetPalette(currentPaletteTexture);
WorldModelRenderer.SetPalette(currentPaletteTexture); WorldModelRenderer.SetPalette(currentPaletteTexture);
} }

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@@ -1,43 +0,0 @@
uniform sampler2D DiffuseTexture;
uniform bool EnableDepthPreview;
varying vec4 vTexCoord;
float jet_r(float x)
{
return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
}
float jet_g(float x)
{
return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
}
float jet_b(float x)
{
return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
}
void main()
{
vec4 c = texture2D(DiffuseTexture, vTexCoord.st);
// Discard any transparent fragments (both color and depth)
if (c.a == 0.0)
discard;
float depth = gl_FragCoord.z;
// Convert to window coords
gl_FragDepth = 0.5 * depth + 0.5;
if (EnableDepthPreview)
{
float x = 1.0 - gl_FragDepth;
float r = clamp(jet_r(x), 0.0, 1.0);
float g = clamp(jet_g(x), 0.0, 1.0);
float b = clamp(jet_b(x), 0.0, 1.0);
gl_FragColor = vec4(r, g, b, 1.0);
}
else
gl_FragColor = c;
}

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@@ -1,12 +0,0 @@
uniform vec3 Scroll;
uniform vec3 r1, r2;
attribute vec4 aVertexPosition;
attribute vec4 aVertexTexCoord;
varying vec4 vTexCoord;
void main()
{
gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
vTexCoord = aVertexTexCoord;
}

View File

@@ -7,7 +7,10 @@ varying vec4 vTexCoord;
varying vec2 vTexMetadata; varying vec2 vTexMetadata;
varying vec4 vChannelMask; varying vec4 vChannelMask;
varying vec4 vDepthMask; varying vec4 vDepthMask;
varying vec4 vColorFraction; varying vec4 vColorFraction;
varying vec4 vRGBAFraction;
varying vec4 vPalettedFraction;
float jet_r(float x) float jet_r(float x)
{ {
@@ -28,7 +31,7 @@ void main()
{ {
vec4 x = texture2D(DiffuseTexture, vTexCoord.st); vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s); vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
vec4 c = (vec4(1, 1, 1, 1) - vColorFraction) * texture2D(Palette, p) + vColorFraction * vTexCoord; vec4 c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
// Discard any transparent fragments (both color and depth) // Discard any transparent fragments (both color and depth)
if (c.a == 0.0) if (c.a == 0.0)

View File

@@ -4,11 +4,15 @@ uniform vec3 r1, r2;
attribute vec4 aVertexPosition; attribute vec4 aVertexPosition;
attribute vec4 aVertexTexCoord; attribute vec4 aVertexTexCoord;
attribute vec2 aVertexTexMetadata; attribute vec2 aVertexTexMetadata;
varying vec4 vTexCoord; varying vec4 vTexCoord;
varying vec2 vTexMetadata; varying vec2 vTexMetadata;
varying vec4 vChannelMask; varying vec4 vChannelMask;
varying vec4 vDepthMask; varying vec4 vDepthMask;
varying vec4 vColorFraction; varying vec4 vColorFraction;
varying vec4 vRGBAFraction;
varying vec4 vPalettedFraction;
vec2 UnpackChannelAttributes(float x) vec2 UnpackChannelAttributes(float x)
{ {
@@ -19,6 +23,7 @@ vec2 UnpackChannelAttributes(float x)
// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A // 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
// Bits 0-2 define the behaviour of the primary texture channel: // Bits 0-2 define the behaviour of the primary texture channel:
// 000: Channel is not used (aVertexTexCoord instead defines a color value) // 000: Channel is not used (aVertexTexCoord instead defines a color value)
// 010: Sample RGBA sprite from all four channels
// 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A // 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A
float secondaryChannel = 0.0; float secondaryChannel = 0.0;
@@ -42,6 +47,8 @@ vec4 SelectChannelMask(float x)
return vec4(0,0,1,0); return vec4(0,0,1,0);
if (x >= 3.0) if (x >= 3.0)
return vec4(0,1,0,0); return vec4(0,1,0,0);
if (x >= 2.0)
return vec4(1,1,1,1);
if (x >= 1.0) if (x >= 1.0)
return vec4(1,0,0,0); return vec4(1,0,0,0);
@@ -52,8 +59,24 @@ vec4 SelectColorFraction(float x)
{ {
if (x > 0.0) if (x > 0.0)
return vec4(0, 0, 0, 0); return vec4(0, 0, 0, 0);
else
return vec4(1, 1, 1, 1);
}
vec4 SelectRGBAFraction(float x)
{
if (x == 2.0)
return vec4(1, 1, 1, 1); return vec4(1, 1, 1, 1);
return vec4(0, 0, 0, 0);
}
vec4 SelectPalettedFraction(float x)
{
if (x == 0.0 || x == 2.0)
return vec4(0, 0, 0, 0);
return vec4(1, 1, 1, 1);
} }
void main() void main()
@@ -65,5 +88,7 @@ void main()
vec2 attrib = UnpackChannelAttributes(aVertexTexMetadata.t); vec2 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
vChannelMask = SelectChannelMask(attrib.s); vChannelMask = SelectChannelMask(attrib.s);
vColorFraction = SelectColorFraction(attrib.s); vColorFraction = SelectColorFraction(attrib.s);
vRGBAFraction = SelectRGBAFraction(attrib.s);
vPalettedFraction = SelectPalettedFraction(attrib.s);
vDepthMask = SelectChannelMask(attrib.t); vDepthMask = SelectChannelMask(attrib.t);
} }