Write z data to the depth buffer.
This commit is contained in:
@@ -156,7 +156,7 @@ namespace OpenRA
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using (new PerfTimer("NewWorld"))
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OrderManager.World = new World(map, OrderManager, type);
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worldRenderer = new WorldRenderer(OrderManager.World);
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worldRenderer = new WorldRenderer(ModData, OrderManager.World);
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using (new PerfTimer("LoadComplete"))
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OrderManager.World.LoadComplete(worldRenderer);
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@@ -70,6 +70,7 @@ namespace OpenRA
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void EnableDepthBuffer();
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void DisableDepthBuffer();
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void ClearDepthBuffer();
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void SetBlendMode(BlendMode mode);
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@@ -34,8 +34,9 @@ namespace OpenRA.Graphics
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readonly TerrainRenderer terrainRenderer;
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readonly Lazy<DeveloperMode> devTrait;
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readonly Func<string, PaletteReference> createPaletteReference;
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readonly bool enableDepthBuffer;
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internal WorldRenderer(World world)
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internal WorldRenderer(ModData modData, World world)
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{
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World = world;
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TileSize = World.Map.Grid.TileSize;
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@@ -43,6 +44,9 @@ namespace OpenRA.Graphics
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createPaletteReference = CreatePaletteReference;
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var mapGrid = modData.Manifest.Get<MapGrid>();
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enableDepthBuffer = mapGrid.EnableDepthBuffer;
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foreach (var pal in world.TraitDict.ActorsWithTrait<ILoadsPalettes>())
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pal.Trait.LoadPalettes(this);
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@@ -133,18 +137,27 @@ namespace OpenRA.Graphics
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var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
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Game.Renderer.EnableScissor(bounds);
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if (enableDepthBuffer)
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Game.Renderer.Device.EnableDepthBuffer();
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terrainRenderer.Draw(this, Viewport);
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Game.Renderer.Flush();
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].Render(this);
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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foreach (var a in World.ActorsWithTrait<IPostRender>())
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if (a.Actor.IsInWorld && !a.Actor.Disposed)
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a.Trait.RenderAfterWorld(this, a.Actor);
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var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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foreach (var a in World.ActorsWithTrait<IRenderShroud>())
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a.Trait.RenderShroud(this, renderShroud);
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@@ -152,6 +165,9 @@ namespace OpenRA.Graphics
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].RenderDebugGeometry(this);
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if (enableDepthBuffer)
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Game.Renderer.Device.DisableDepthBuffer();
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Game.Renderer.DisableScissor();
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Disposed)
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@@ -209,6 +225,12 @@ namespace OpenRA.Graphics
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return new float2(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f);
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}
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public float3 Screen3DPosition(WPos pos)
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{
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var z = ZPosition(pos, 0) * TileSize.Height / 1024f;
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return new float3(TileSize.Width * pos.X / 1024f, TileSize.Height * (pos.Y - pos.Z) / 1024f, z);
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}
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public int2 ScreenPxPosition(WPos pos)
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{
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// Round to nearest pixel
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@@ -255,6 +255,12 @@ namespace OpenRA
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Device.DisableDepthBuffer();
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}
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public void ClearDepthBuffer()
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{
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Flush();
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Device.ClearDepthBuffer();
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}
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public void GrabWindowMouseFocus()
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{
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Device.GrabWindowMouseFocus();
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@@ -213,7 +213,7 @@ namespace OpenRA.Platforms.Default
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VerifyThreadAffinity();
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OpenGL.glClearColor(0, 0, 0, 1);
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OpenGL.CheckGLError();
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OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT);
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OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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}
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@@ -235,6 +235,13 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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}
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public void ClearDepthBuffer()
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{
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VerifyThreadAffinity();
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OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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}
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public void SetBlendMode(BlendMode mode)
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{
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VerifyThreadAffinity();
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@@ -17,25 +17,20 @@ void main()
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if (c.a == 0.0)
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discard;
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if (EnableDepthPreview && length(vDepthMask) > 0.0)
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{
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if (abs(DepthTextureScale) > 0.0)
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{
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// Preview vertex aware depth
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float depth = gl_FragCoord.z + DepthTextureScale * dot(x, vDepthMask);
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float depth = gl_FragCoord.z;
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if (length(vDepthMask) > 0.0)
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{
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// Preview vertex aware depth
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depth = depth + DepthTextureScale * dot(x, vDepthMask);
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}
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// Convert to window coords
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depth = 0.5 * depth + 0.5;
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// Convert to window coords
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gl_FragDepth = 0.5 * depth + 0.5;
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// Front of the depth buffer is at 0, but we want to render it as bright
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gl_FragColor = vec4(vec3(1.0 - depth), 1.0);
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}
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else
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{
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// Preview boring sprite-only depth
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float depth = dot(x, vDepthMask);
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gl_FragColor = vec4(depth, depth, depth, 1.0);
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}
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if (EnableDepthPreview)
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{
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// Front of the depth buffer is at 0, but we want to render it as bright
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gl_FragColor = vec4(vec3(1.0 - gl_FragDepth), 1.0);
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}
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else
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gl_FragColor = c;
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