Write z data to the depth buffer.

This commit is contained in:
Paul Chote
2016-04-08 10:54:30 -04:00
parent ecebb2a844
commit 2634643d91
6 changed files with 51 additions and 20 deletions

View File

@@ -34,8 +34,9 @@ namespace OpenRA.Graphics
readonly TerrainRenderer terrainRenderer;
readonly Lazy<DeveloperMode> devTrait;
readonly Func<string, PaletteReference> createPaletteReference;
readonly bool enableDepthBuffer;
internal WorldRenderer(World world)
internal WorldRenderer(ModData modData, World world)
{
World = world;
TileSize = World.Map.Grid.TileSize;
@@ -43,6 +44,9 @@ namespace OpenRA.Graphics
createPaletteReference = CreatePaletteReference;
var mapGrid = modData.Manifest.Get<MapGrid>();
enableDepthBuffer = mapGrid.EnableDepthBuffer;
foreach (var pal in world.TraitDict.ActorsWithTrait<ILoadsPalettes>())
pal.Trait.LoadPalettes(this);
@@ -133,18 +137,27 @@ namespace OpenRA.Graphics
var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
Game.Renderer.EnableScissor(bounds);
if (enableDepthBuffer)
Game.Renderer.Device.EnableDepthBuffer();
terrainRenderer.Draw(this, Viewport);
Game.Renderer.Flush();
for (var i = 0; i < renderables.Count; i++)
renderables[i].Render(this);
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IPostRender>())
if (a.Actor.IsInWorld && !a.Actor.Disposed)
a.Trait.RenderAfterWorld(this, a.Actor);
var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IRenderShroud>())
a.Trait.RenderShroud(this, renderShroud);
@@ -152,6 +165,9 @@ namespace OpenRA.Graphics
for (var i = 0; i < renderables.Count; i++)
renderables[i].RenderDebugGeometry(this);
if (enableDepthBuffer)
Game.Renderer.Device.DisableDepthBuffer();
Game.Renderer.DisableScissor();
var overlayRenderables = World.Selection.Actors.Where(a => !a.Disposed)
@@ -209,6 +225,12 @@ namespace OpenRA.Graphics
return new float2(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f);
}
public float3 Screen3DPosition(WPos pos)
{
var z = ZPosition(pos, 0) * TileSize.Height / 1024f;
return new float3(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f, z);
}
public int2 ScreenPxPosition(WPos pos)
{
// Round to nearest pixel