Render world via an intermediate FrameBuffer.
This commit is contained in:
@@ -683,7 +683,7 @@ namespace OpenRA
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// Use worldRenderer.World instead of OrderManager.World to avoid a rendering mismatch while processing orders
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if (worldRenderer != null && !worldRenderer.World.IsLoadingGameSave)
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{
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Renderer.BeginWorld(worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.Zoom);
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Renderer.BeginWorld(worldRenderer.Viewport.Rectangle);
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Sound.SetListenerPosition(worldRenderer.Viewport.CenterPosition);
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worldRenderer.Draw();
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}
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@@ -691,6 +691,10 @@ namespace OpenRA
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using (new PerfSample("render_widgets"))
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{
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Renderer.BeginUI();
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if (worldRenderer != null && !worldRenderer.World.IsLoadingGameSave)
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worldRenderer.DrawAnnotations();
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Ui.Draw();
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if (ModData != null && ModData.CursorProvider != null)
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@@ -46,6 +46,7 @@ namespace OpenRA.Graphics
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public WPos CenterPosition { get { return worldRenderer.ProjectedPosition(CenterLocation); } }
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public Rectangle Rectangle { get { return new Rectangle(TopLeft, new Size(viewportSize.X, viewportSize.Y)); } }
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public int2 TopLeft { get { return CenterLocation - viewportSize / 2; } }
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public int2 BottomRight { get { return CenterLocation + viewportSize / 2; } }
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int2 viewportSize;
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@@ -240,7 +241,6 @@ namespace OpenRA.Graphics
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}
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// Rectangle (in viewport coords) that contains things to be drawn
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static readonly Rectangle ScreenClip = Rectangle.FromLTRB(0, 0, Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);
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public Rectangle GetScissorBounds(bool insideBounds)
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{
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// Visible rectangle in world coordinates (expanded to the corners of the cells)
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@@ -250,12 +250,12 @@ namespace OpenRA.Graphics
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var cbr = map.CenterOfCell(((MPos)bounds.BottomRight).ToCPos(map)) + new WVec(512, 512, 0);
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// Convert to screen coordinates
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var tl = WorldToViewPx(worldRenderer.ScreenPxPosition(ctl - new WVec(0, 0, ctl.Z))).Clamp(ScreenClip);
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var br = WorldToViewPx(worldRenderer.ScreenPxPosition(cbr - new WVec(0, 0, cbr.Z))).Clamp(ScreenClip);
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var tl = worldRenderer.ScreenPxPosition(ctl - new WVec(0, 0, ctl.Z)) - TopLeft;
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var br = worldRenderer.ScreenPxPosition(cbr - new WVec(0, 0, cbr.Z)) - TopLeft;
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// Add an extra one cell fudge in each direction for safety
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return Rectangle.FromLTRB(tl.X - tileSize.Width, tl.Y - tileSize.Height,
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br.X + tileSize.Width, br.Y + tileSize.Height);
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// Add an extra half-cell fudge to avoid clipping isometric tiles
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return Rectangle.FromLTRB(tl.X - tileSize.Width / 2, tl.Y - tileSize.Height / 2,
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br.X + tileSize.Width / 2, br.Y + tileSize.Height / 2);
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}
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ProjectedCellRegion CalculateVisibleCells(bool insideBounds)
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@@ -248,10 +248,14 @@ namespace OpenRA.Graphics
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r.Render(this);
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Game.Renderer.Flush();
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}
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public void DrawAnnotations()
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{
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for (var i = 0; i < preparedAnnotationRenderables.Count; i++)
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preparedAnnotationRenderables[i].Render(this);
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// Engine debugging overlays
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if (debugVis.Value != null && debugVis.Value.RenderGeometry)
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{
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for (var i = 0; i < preparedRenderables.Count; i++)
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@@ -282,6 +286,7 @@ namespace OpenRA.Graphics
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}
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Game.Renderer.Flush();
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preparedRenderables.Clear();
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preparedOverlayRenderables.Clear();
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preparedAnnotationRenderables.Clear();
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@@ -45,15 +45,18 @@ namespace OpenRA
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IFrameBuffer screenBuffer;
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Sprite screenSprite;
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IFrameBuffer worldBuffer;
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Sprite worldSprite;
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SheetBuilder fontSheetBuilder;
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readonly IPlatform platform;
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float depthScale;
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float depthOffset;
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float depthMargin;
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Size lastBufferSize = new Size(-1, -1);
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int2 lastScroll = new int2(-1, -1);
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float lastZoom = -1f;
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Size lastWorldBufferSize = new Size(-1, -1);
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Rectangle lastWorldViewport = Rectangle.Empty;
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ITexture currentPaletteTexture;
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IBatchRenderer currentBatchRenderer;
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RenderType renderType = RenderType.None;
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@@ -122,10 +125,7 @@ namespace OpenRA
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// - a small margin so that tiles rendered partially above the top edge of the screen aren't pushed behind the clip plane
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// We need an offset of mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 2 to cover the terrain height
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// and choose to use mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 4 for each of the actor and top-edge cases
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depthScale = mapGrid == null || !mapGrid.EnableDepthBuffer ? 0 :
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(float)Resolution.Height / (Resolution.Height + mapGrid.TileSize.Height * mapGrid.MaximumTerrainHeight);
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depthOffset = depthScale / 2;
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depthMargin = mapGrid == null || !mapGrid.EnableDepthBuffer ? 0 : mapGrid.TileSize.Height * mapGrid.MaximumTerrainHeight;
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}
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void BeginFrame()
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@@ -153,8 +153,6 @@ namespace OpenRA
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screenSprite = new Sprite(screenSheet, screenBounds, TextureChannel.RGBA);
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}
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screenBuffer.Bind();
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// In HiDPI windows we follow Apple's convention of defining window coordinates as for standard resolution windows
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// but to have a higher resolution backing surface with more than 1 texture pixel per viewport pixel.
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// We must convert the surface buffer size to a viewport size - in general this is NOT just the window size
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@@ -168,25 +166,39 @@ namespace OpenRA
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}
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}
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public void BeginWorld(int2 scroll, float zoom)
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public void BeginWorld(Rectangle worldViewport)
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{
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if (renderType != RenderType.None)
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throw new InvalidOperationException("BeginWorld called with renderType = {0}, expected RenderType.None.".F(renderType));
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var oldLastBufferSize = lastBufferSize;
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BeginFrame();
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var scale = Window.WindowScale;
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var surfaceSize = Window.SurfaceSize;
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var surfaceBufferSize = surfaceSize.NextPowerOf2();
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var bufferSize = new Size((int)(surfaceBufferSize.Width / scale), (int)(surfaceBufferSize.Height / scale));
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if (oldLastBufferSize != bufferSize || lastScroll != scroll || lastZoom != zoom)
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var worldBufferSize = worldViewport.Size.NextPowerOf2();
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if (worldSprite == null || worldSprite.Sheet.Size != worldBufferSize)
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{
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WorldSpriteRenderer.SetViewportParams(bufferSize, depthScale, depthOffset, zoom, scroll);
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WorldModelRenderer.SetViewportParams(bufferSize, zoom, scroll);
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if (worldBuffer != null)
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worldBuffer.Dispose();
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lastScroll = scroll;
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lastZoom = zoom;
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// Render the world into a framebuffer at 1:1 scaling to allow the depth buffer to match the artwork at all zoom levels
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worldBuffer = Context.CreateFrameBuffer(worldBufferSize);
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}
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if (worldSprite == null || worldViewport.Size != worldSprite.Bounds.Size)
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{
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var worldSheet = new Sheet(SheetType.BGRA, worldBuffer.Texture);
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worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, worldViewport.Size), TextureChannel.RGBA);
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}
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worldBuffer.Bind();
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if (worldBufferSize != lastWorldBufferSize || lastWorldViewport != worldViewport)
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{
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var depthScale = worldBufferSize.Height / (worldBufferSize.Height + depthMargin);
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WorldSpriteRenderer.SetViewportParams(worldBufferSize, depthScale, depthScale / 2, 1f, worldViewport.Location);
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WorldModelRenderer.SetViewportParams(worldBufferSize, 1f, worldViewport.Location);
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lastWorldViewport = worldViewport;
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lastWorldBufferSize = worldBufferSize;
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}
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renderType = RenderType.World;
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@@ -194,8 +206,26 @@ namespace OpenRA
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public void BeginUI()
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{
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if (renderType == RenderType.None)
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if (renderType == RenderType.World)
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{
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// Complete world rendering
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Flush();
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worldBuffer.Unbind();
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// Render the world buffer into the UI buffer
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screenBuffer.Bind();
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var scale = Window.WindowScale;
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var bufferSize = new Size((int)(screenSprite.Bounds.Width / scale), (int)(-screenSprite.Bounds.Height / scale));
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RgbaSpriteRenderer.DrawSprite(worldSprite, float3.Zero, new float2(bufferSize));
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Flush();
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}
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else
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{
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// World rendering was skipped
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BeginFrame();
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screenBuffer.Bind();
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}
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renderType = RenderType.UI;
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}
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@@ -222,7 +252,7 @@ namespace OpenRA
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screenBuffer.Unbind();
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// Render the compositor buffer to the screen
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// Render the compositor buffers to the screen
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// HACK / PERF: Fudge the coordinates to cover the actual window while keeping the buffer viewport parameters
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// This saves us two redundant (and expensive) SetViewportParams each frame
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RgbaSpriteRenderer.DrawSprite(screenSprite, new float3(0, lastBufferSize.Height, 0), new float3(lastBufferSize.Width, -lastBufferSize.Height, 0));
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@@ -288,7 +318,12 @@ namespace OpenRA
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rect = Rectangle.Intersect(rect, scissorState.Peek());
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Flush();
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Context.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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if (renderType == RenderType.World)
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worldBuffer.EnableScissor(rect);
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else
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Context.EnableScissor(rect.X, rect.Y, rect.Width, rect.Height);
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scissorState.Push(rect);
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}
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@@ -297,14 +332,25 @@ namespace OpenRA
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scissorState.Pop();
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Flush();
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// Restore previous scissor rect
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if (scissorState.Any())
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if (renderType == RenderType.World)
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{
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var rect = scissorState.Peek();
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Context.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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// Restore previous scissor rect
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if (scissorState.Any())
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worldBuffer.EnableScissor(scissorState.Peek());
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else
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worldBuffer.DisableScissor();
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}
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else
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Context.DisableScissor();
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{
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// Restore previous scissor rect
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if (scissorState.Any())
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{
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var rect = scissorState.Peek();
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Context.EnableScissor(rect.X, rect.Y, rect.Width, rect.Height);
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}
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else
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Context.DisableScissor();
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}
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}
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public void EnableDepthBuffer()
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