Extract vertex attributes
This commit is contained in:
committed by
Matthias Mailänder
parent
0a90c2a95e
commit
26b6118f50
@@ -277,7 +277,7 @@ namespace OpenRA.Graphics
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shader.SetVec("DiffuseLight", diffuseLight, 3);
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shader.PrepareRender();
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renderer.DrawBatch(cache.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.TriangleList);
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renderer.DrawBatch(cache.VertexBuffer, shader, renderData.Start, renderData.Count, PrimitiveType.TriangleList);
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}
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public void BeginFrame()
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@@ -10,6 +10,7 @@
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#endregion
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using System;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA
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@@ -88,7 +89,7 @@ namespace OpenRA
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ITexture CreateTexture();
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IFrameBuffer CreateFrameBuffer(Size s);
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IFrameBuffer CreateFrameBuffer(Size s, Color clearColor);
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IShader CreateShader(string name);
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IShader CreateShader(IShaderBindings shaderBindings);
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void EnableScissor(int x, int y, int width, int height);
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void DisableScissor();
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void Present();
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@@ -130,6 +131,17 @@ namespace OpenRA
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void SetTexture(string param, ITexture texture);
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void SetMatrix(string param, float[] mtx);
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void PrepareRender();
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void Bind();
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}
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public interface IShaderBindings
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{
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string VertexShaderName { get; }
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string VertexShaderCode { get; }
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string FragmentShaderName { get; }
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string FragmentShaderCode { get; }
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int Stride { get; }
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ShaderVertexAttribute[] Attributes { get; }
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}
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public enum TextureScaleFilter { Nearest, Linear }
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56
OpenRA.Game/Graphics/ShaderBindings.cs
Normal file
56
OpenRA.Game/Graphics/ShaderBindings.cs
Normal file
@@ -0,0 +1,56 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.IO;
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using System.Linq;
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namespace OpenRA.Graphics
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{
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public readonly struct ShaderVertexAttribute
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{
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public readonly string Name;
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public readonly int Components;
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public readonly int Offset;
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public ShaderVertexAttribute(string name, int components, int offset)
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{
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Name = name;
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Components = components;
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Offset = offset;
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}
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}
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public abstract class ShaderBindings : IShaderBindings
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{
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public string VertexShaderName { get; }
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public string VertexShaderCode { get; }
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public string FragmentShaderName { get; }
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public string FragmentShaderCode { get; }
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public int Stride { get; }
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public abstract ShaderVertexAttribute[] Attributes { get; }
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protected ShaderBindings(string name)
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{
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Stride = Attributes.Sum(a => a.Components * 4);
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VertexShaderName = name;
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VertexShaderCode = GetShaderCode(VertexShaderName + ".vert");
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FragmentShaderName = name;
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FragmentShaderCode = GetShaderCode(FragmentShaderName + ".frag");
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}
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public static string GetShaderCode(string filename)
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{
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var filepath = Path.Combine(Platform.EngineDir, "glsl", filename);
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return File.ReadAllText(filepath);
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}
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}
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}
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@@ -52,7 +52,7 @@ namespace OpenRA.Graphics
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renderer.Context.SetBlendMode(currentBlend);
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shader.PrepareRender();
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renderer.DrawQuadBatch(ref vertices, vertexCount);
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renderer.DrawQuadBatch(ref vertices, shader, vertexCount);
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renderer.Context.SetBlendMode(BlendMode.None);
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vertexCount = 0;
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@@ -186,7 +186,7 @@ namespace OpenRA.Graphics
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renderer.Context.SetBlendMode(blendMode);
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shader.PrepareRender();
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renderer.DrawQuadBatch(buffer, indices, length, UintSize * start);
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renderer.DrawQuadBatch(buffer, indices, shader, length, UintSize * start);
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renderer.Context.SetBlendMode(BlendMode.None);
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}
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@@ -46,4 +46,34 @@ namespace OpenRA.Graphics
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R = r; G = g; B = b; A = a;
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}
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}
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public sealed class CombinedShaderBindings : ShaderBindings
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{
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public CombinedShaderBindings()
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: base("combined")
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{ }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", 3, 0),
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new ShaderVertexAttribute("aVertexTexCoord", 4, 12),
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new ShaderVertexAttribute("aVertexTexMetadata", 2, 28),
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new ShaderVertexAttribute("aVertexTint", 4, 36)
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};
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}
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public sealed class ModelShaderBindings : ShaderBindings
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{
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public ModelShaderBindings()
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: base("model")
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{ }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", 3, 0),
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new ShaderVertexAttribute("aVertexTexCoord", 4, 12),
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new ShaderVertexAttribute("aVertexTexMetadata", 2, 28),
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new ShaderVertexAttribute("aVertexTint", 4, 36)
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};
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}
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}
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@@ -88,11 +88,12 @@ namespace OpenRA
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SheetSize = graphicSettings.SheetSize;
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WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
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var combinedBindings = new CombinedShaderBindings();
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WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
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WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
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WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
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WorldModelRenderer = new ModelRenderer(this, Context.CreateShader("model"));
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SpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
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WorldModelRenderer = new ModelRenderer(this, Context.CreateShader(new ModelShaderBindings()));
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SpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
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RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
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RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
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@@ -331,26 +332,28 @@ namespace OpenRA
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renderType = RenderType.None;
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices,
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IShader shader,
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int firstVertex, int numVertices, PrimitiveType type)
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where T : struct
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{
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vertices.Bind();
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shader.Bind();
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Context.DrawPrimitives(type, firstVertex, numVertices);
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PerfHistory.Increment("batches", 1);
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}
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public void DrawQuadBatch(ref Vertex[] vertices, int numVertices)
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public void DrawQuadBatch(ref Vertex[] vertices, IShader shader, int numVertices)
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{
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tempVertexBuffer.SetData(ref vertices, numVertices);
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DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, numVertices / 4 * 6, 0);
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DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, shader, numVertices / 4 * 6, 0);
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}
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public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, int numIndices, int start)
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public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, IShader shader, int numIndices, int start)
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where T : struct
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{
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vertices.Bind();
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indices.Bind();
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shader.Bind();
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Context.DrawElements(numIndices, start);
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PerfHistory.Increment("batches", 1);
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}
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