Support multiple sheets in TerrainSpriteLayer.
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@@ -10,6 +10,7 @@
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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@@ -17,7 +18,7 @@ namespace OpenRA.Graphics
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{
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public class SpriteRenderer : Renderer.IBatchRenderer
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{
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const int SheetCount = 7;
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public const int SheetCount = 7;
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static readonly string[] SheetIndexToTextureName = Exts.MakeArray(SheetCount, i => "Texture{0}".F(i));
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readonly Renderer renderer;
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@@ -151,15 +152,30 @@ namespace OpenRA.Graphics
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nv += 6;
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}
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet, BlendMode blendMode)
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, IEnumerable<Sheet> sheets, BlendMode blendMode)
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{
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shader.SetTexture("Texture0", sheet.GetTexture());
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var i = 0;
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foreach (var s in sheets)
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{
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if (i >= SheetCount)
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ThrowSheetOverflow(nameof(sheets));
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if (s != null)
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shader.SetTexture(SheetIndexToTextureName[i++], s.GetTexture());
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}
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renderer.Context.SetBlendMode(blendMode);
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shader.PrepareRender();
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renderer.DrawBatch(buffer, start, length, type);
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renderer.Context.SetBlendMode(BlendMode.None);
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}
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// PERF: methods that throw won't be inlined by the JIT, so extract a static helper for use on hot paths
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static void ThrowSheetOverflow(string paramName)
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{
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throw new ArgumentException("SpriteRenderer only supports {0} simultaneous textures".F(SheetCount), paramName);
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}
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// For RGBAColorRenderer
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internal void DrawRGBAVertices(Vertex[] v)
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{
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@@ -20,9 +20,9 @@ namespace OpenRA.Graphics
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{
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static readonly int[] CornerVertexMap = { 0, 1, 2, 2, 3, 0 };
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public readonly Sheet Sheet;
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public readonly BlendMode BlendMode;
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readonly Sheet[] sheets;
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readonly Sprite emptySprite;
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readonly IVertexBuffer<Vertex> vertexBuffer;
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@@ -37,11 +37,12 @@ namespace OpenRA.Graphics
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readonly PaletteReference[] palettes;
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public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, bool restrictToBounds)
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public TerrainSpriteLayer(World world, WorldRenderer wr, Sprite emptySprite, BlendMode blendMode, bool restrictToBounds)
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{
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worldRenderer = wr;
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this.restrictToBounds = restrictToBounds;
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Sheet = sheet;
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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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@@ -50,7 +51,6 @@ namespace OpenRA.Graphics
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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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vertexBuffer = Game.Renderer.Context.CreateVertexBuffer(vertices.Length);
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emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
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wr.PaletteInvalidated += UpdatePaletteIndices;
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@@ -136,25 +136,48 @@ namespace OpenRA.Graphics
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dirtyRows.Add(uv.V);
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}
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int GetOrAddSheetIndex(Sheet sheet)
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{
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if (sheet == null)
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return 0;
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for (var i = 0; i < sheets.Length; i++)
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{
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if (sheets[i] == sheet)
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return i;
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if (sheets[i] == null)
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{
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sheets[i] = sheet;
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return i;
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}
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}
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throw new InvalidDataException("Sheet overflow");
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}
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public void Update(MPos uv, Sprite sprite, PaletteReference palette, in float3 pos, bool ignoreTint)
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{
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int2 samplers;
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if (sprite != null)
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{
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if (sprite.Sheet != Sheet)
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throw new InvalidDataException("Attempted to add sprite from a different sheet");
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if (sprite.BlendMode != BlendMode)
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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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}
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else
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{
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sprite = emptySprite;
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samplers = int2.Zero;
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}
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// The vertex buffer does not have geometry for cells outside the map
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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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Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette?.TextureIndex ?? 0, offset, sprite.Size, float3.Ones, 1f);
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Util.FastCreateQuad(vertices, pos, sprite, samplers, palette?.TextureIndex ?? 0, offset, sprite.Size, float3.Ones, 1f);
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palettes[uv.V * map.MapSize.X + uv.U] = palette;
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if (worldRenderer.TerrainLighting != null)
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@@ -188,7 +211,7 @@ namespace OpenRA.Graphics
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Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
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vertexBuffer, rowStride * firstRow, rowStride * (lastRow - firstRow),
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PrimitiveType.TriangleList, Sheet, BlendMode);
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PrimitiveType.TriangleList, sheets, BlendMode);
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Game.Renderer.Flush();
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}
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