Remove SheetType.DualIndexed from terrain rendering.

This commit is contained in:
Paul Chote
2016-04-10 20:04:24 -04:00
parent b68fee9521
commit 3a37551812
5 changed files with 62 additions and 35 deletions

View File

@@ -48,6 +48,24 @@ namespace OpenRA.Graphics
} }
} }
public class SpriteWithSecondaryData : Sprite
{
public readonly Rectangle SecondaryBounds;
public readonly TextureChannel SecondaryChannel;
public readonly float SecondaryTop, SecondaryLeft, SecondaryBottom, SecondaryRight;
public SpriteWithSecondaryData(Sprite s, Rectangle secondaryBounds, TextureChannel secondaryChannel)
: base(s.Sheet, s.Bounds, s.ZRamp, s.Offset, s.Channel, s.BlendMode)
{
SecondaryBounds = secondaryBounds;
SecondaryChannel = secondaryChannel;
SecondaryLeft = (float)Math.Min(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
SecondaryTop = (float)Math.Min(secondaryBounds.Top, secondaryBounds.Bottom) / s.Sheet.Size.Height;
SecondaryRight = (float)Math.Max(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
SecondaryBottom = (float)Math.Max(secondaryBounds.Top, secondaryBounds.Bottom) / s.Sheet.Size.Height;
}
}
public enum TextureChannel : byte public enum TextureChannel : byte
{ {
Red = 0, Red = 0,

View File

@@ -43,7 +43,6 @@ namespace OpenRA.Graphics
{ {
this.tileset = tileset; this.tileset = tileset;
var allocated = false; var allocated = false;
var type = tileset.EnableDepth ? SheetType.DualIndexed : SheetType.Indexed;
Func<Sheet> allocate = () => Func<Sheet> allocate = () =>
{ {
@@ -51,10 +50,10 @@ namespace OpenRA.Graphics
throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter."); throw new SheetOverflowException("Terrain sheet overflow. Try increasing the tileset SheetSize parameter.");
allocated = true; allocated = true;
return new Sheet(type, new Size(tileset.SheetSize, tileset.SheetSize)); return new Sheet(SheetType.Indexed, new Size(tileset.SheetSize, tileset.SheetSize));
}; };
sheetBuilder = new SheetBuilder(type, allocate); sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate);
random = new MersenneTwister(); random = new MersenneTwister();
var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders); var frameCache = new FrameCache(Game.ModData.DefaultFileSystem, Game.ModData.SpriteLoaders);
@@ -71,10 +70,17 @@ namespace OpenRA.Graphics
{ {
var f = allFrames[j]; var f = allFrames[j];
var s = sheetBuilder.Allocate(f.Size, f.Offset); var s = sheetBuilder.Allocate(f.Size, f.Offset);
Util.FastCopyIntoChannel(s, 0, f.Data); Util.FastCopyIntoChannel(s, f.Data);
if (tileset.EnableDepth) if (tileset.EnableDepth)
Util.FastCopyIntoChannel(s, 1, allFrames[j + frameCount].Data); {
var ss = sheetBuilder.Allocate(f.Size, f.Offset);
Util.FastCopyIntoChannel(ss, allFrames[j + frameCount].Data);
// s and ss are guaranteed to use the same sheet
// because of the custom terrain sheet allocation
s = new SpriteWithSecondaryData(s, ss.Bounds, ss.Channel);
}
return s; return s;
}).ToArray()); }).ToArray());

View File

@@ -31,16 +31,28 @@ namespace OpenRA.Graphics
public static void FastCreateQuad(Vertex[] vertices, float3 a, float3 b, float3 c, float3 d, Sprite r, float paletteTextureIndex, int nv) public static void FastCreateQuad(Vertex[] vertices, float3 a, float3 b, float3 c, float3 d, Sprite r, float paletteTextureIndex, int nv)
{ {
float sl = 0;
float st = 0;
float sr = 0;
float sb = 0;
var attribC = ChannelSelect[(int)r.Channel]; var attribC = ChannelSelect[(int)r.Channel];
if (r.Sheet.Type == SheetType.DualIndexed)
attribC *= -1;
vertices[nv] = new Vertex(a, r.Left, r.Top, 0, 0, paletteTextureIndex, attribC); var ss = r as SpriteWithSecondaryData;
vertices[nv + 1] = new Vertex(b, r.Right, r.Top, 0, 0, paletteTextureIndex, attribC); if (ss != null)
vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, 0, 0, paletteTextureIndex, attribC); {
vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, 0, 0, paletteTextureIndex, attribC); sl = ss.SecondaryLeft;
vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, 0, 0, paletteTextureIndex, attribC); st = ss.SecondaryTop;
vertices[nv + 5] = new Vertex(a, r.Left, r.Top, 0, 0, paletteTextureIndex, attribC); sr = ss.SecondaryRight;
sb = ss.SecondaryBottom;
attribC = -(attribC + ChannelSelect[(int)ss.Channel] / 10);
}
vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, attribC);
vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, paletteTextureIndex, attribC);
vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, attribC);
vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, attribC);
vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, sl, sb, paletteTextureIndex, attribC);
vertices[nv + 5] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, attribC);
} }
public static void FastCopyIntoChannel(Sprite dest, byte[] src) { FastCopyIntoChannel(dest, 0, src); } public static void FastCopyIntoChannel(Sprite dest, byte[] src) { FastCopyIntoChannel(dest, 0, src); }

View File

@@ -21,8 +21,8 @@ void main()
float depth = gl_FragCoord.z; float depth = gl_FragCoord.z;
if (length(vDepthMask) > 0.0) if (length(vDepthMask) > 0.0)
{ {
// Preview vertex aware depth vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
depth = depth + DepthTextureScale * dot(x, vDepthMask); depth = depth + DepthTextureScale * dot(y, vDepthMask);
} }
// Convert to window coords // Convert to window coords

View File

@@ -11,36 +11,27 @@ varying vec4 vDepthMask;
vec4 DecodeChannelMask(float x) vec4 DecodeChannelMask(float x)
{ {
float y = abs(x); if (x > 0.7)
if (y > 0.7)
return vec4(0,0,0,1); return vec4(0,0,0,1);
if (y > 0.5) if (x > 0.5)
return vec4(0,0,1,0); return vec4(0,0,1,0);
if (y > 0.3) if (x > 0.3)
return vec4(0,1,0,0); return vec4(0,1,0,0);
else else
return vec4(1,0,0,0); return vec4(1,0,0,0);
} }
vec4 DecodeDepthChannelMask(float x)
{
if (x > 0.0)
return vec4(0,0,0,0);
if (x < -0.7)
return vec4(1,0,0,0);
if (x < -0.5)
return vec4(0,0,0,1);
if (x < -0.3)
return vec4(0,0,1,0);
else
return vec4(0,1,0,0);
}
void main() void main()
{ {
gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1); gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
vTexCoord = aVertexTexCoord; vTexCoord = aVertexTexCoord;
vTexMetadata = aVertexTexMetadata; vTexMetadata = aVertexTexMetadata;
vChannelMask = DecodeChannelMask(aVertexTexMetadata.t); vChannelMask = DecodeChannelMask(abs(aVertexTexMetadata.t));
vDepthMask = DecodeDepthChannelMask(aVertexTexMetadata.t); if (aVertexTexMetadata.t < 0.0)
{
float x = -aVertexTexMetadata.t * 10.0;
vDepthMask = DecodeChannelMask(x - floor(x));
}
else
vDepthMask = vec4(0,0,0,0);
} }