Add dynamic ChronoVortexRenderable.

This commit is contained in:
Paul Chote
2023-10-24 20:53:18 +01:00
committed by Gustas
parent a3c0cee2cc
commit 44d7903a4b
5 changed files with 239 additions and 0 deletions

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@@ -24,6 +24,20 @@ namespace OpenRA.Graphics
}
}
[StructLayout(LayoutKind.Sequential)]
public readonly struct RenderPostProcessPassTexturedVertex
{
// 3d position
public readonly float X, Y;
public readonly float S, T;
public RenderPostProcessPassTexturedVertex(float x, float y, float s, float t)
{
X = x; Y = y;
S = s; T = t;
}
}
public sealed class RenderPostProcessPassShaderBindings : ShaderBindings
{
public RenderPostProcessPassShaderBindings(string name)
@@ -34,4 +48,17 @@ namespace OpenRA.Graphics
new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 2, 0)
};
}
public sealed class RenderPostProcessPassTexturedShaderBindings : ShaderBindings
{
public RenderPostProcessPassTexturedShaderBindings(string name)
: base("postprocess_textured", "postprocess_textured_" + name)
{ }
public override ShaderVertexAttribute[] Attributes { get; } = new[]
{
new ShaderVertexAttribute("aVertexPosition", ShaderVertexAttributeType.Float, 2, 0),
new ShaderVertexAttribute("aVertexTexCoord", ShaderVertexAttributeType.Float, 2, 8),
};
}
}

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@@ -0,0 +1,67 @@
#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Mods.Cnc.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.Cnc.Graphics
{
public class ChronoVortexRenderable : IRenderable, IFinalizedRenderable
{
public static readonly IEnumerable<IRenderable> None = Array.Empty<IRenderable>();
readonly ChronoVortexRenderer renderer;
public WPos Pos { get; }
readonly int frame;
public ChronoVortexRenderable(ChronoVortexRenderer renderer, WPos pos, int frame)
{
if (frame < 0 || frame >= 48)
throw new ArgumentException("frame must be in the range 0-47", nameof(frame));
this.renderer = renderer;
Pos = pos;
this.frame = frame;
}
public int ZOffset => 0;
public bool IsDecoration => false;
public IRenderable WithZOffset(int newOffset) => this;
public IRenderable OffsetBy(in WVec offset) => this;
public IRenderable AsDecoration() => this;
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void Render(WorldRenderer wr)
{
renderer.DrawVortex(wr.Screen3DPxPosition(Pos), frame);
}
public void RenderDebugGeometry(WorldRenderer wr)
{
var pos = wr.Screen3DPxPosition(Pos);
var tl = wr.Viewport.WorldToViewPx(pos);
var br = wr.Viewport.WorldToViewPx(pos + new float3(64, 64, 0));
Game.Renderer.RgbaColorRenderer.DrawRect(tl, br, 1, Color.Red);
}
public Rectangle ScreenBounds(WorldRenderer wr)
{
var pos = wr.Screen3DPxPosition(Pos);
var tl = wr.Viewport.WorldToViewPx(pos);
var br = wr.Viewport.WorldToViewPx(pos + new float3(64, 64, 0));
return new Rectangle(tl.X, tl.Y, br.X - tl.X, br.Y - tl.Y);
}
}
}

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@@ -0,0 +1,109 @@
#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Render chrono vortex")]
public class ChronoVortexRendererInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new ChronoVortexRenderer(init.Self); }
}
public sealed class ChronoVortexRenderer : IRenderPostProcessPass
{
readonly Renderer renderer;
readonly IShader shader;
readonly IVertexBuffer<RenderPostProcessPassTexturedVertex> vortexBuffer;
readonly Sheet vortexSheet;
readonly List<(float3, int)> vortices = new();
public ChronoVortexRenderer(Actor self)
{
renderer = Game.Renderer;
shader = renderer.CreateShader(new RenderPostProcessPassTexturedShaderBindings("vortex"));
vortexSheet = new Sheet(SheetType.BGRA, new Size(512, 512));
vortexBuffer = renderer.CreateVertexBuffer<RenderPostProcessPassTexturedVertex>(288);
var vertices = new RenderPostProcessPassTexturedVertex[288];
var data = vortexSheet.GetData();
var j = 0;
for (var f = 0; f < 48; f++)
{
var row = f / 8;
var col = f % 8;
using (var stream = self.World.Map.Open($"hole{f:D04}.lut"))
{
for (var y = 0; y < 64; y++)
{
var i = 2048 * (64 * row + y) + 256 * col;
for (var x = 0; x < 64; x++)
{
data[i++] = (byte)(stream.ReadUInt8() + 128 - x);
data[i++] = (byte)(stream.ReadUInt8() + 128 - y);
data[i++] = stream.ReadUInt8();
data[i++] = 255;
}
}
}
var tl = new float2(col, row) / 8;
var br = new float2(col + 1, row + 1) / 8;
vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, -32, tl.X, tl.Y);
vertices[j++] = new RenderPostProcessPassTexturedVertex(32, -32, br.X, tl.Y);
vertices[j++] = new RenderPostProcessPassTexturedVertex(32, 32, br.X, br.Y);
vertices[j++] = new RenderPostProcessPassTexturedVertex(32, 32, br.X, br.Y);
vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, 32, tl.X, br.Y);
vertices[j++] = new RenderPostProcessPassTexturedVertex(-32, -32, tl.X, tl.Y);
}
vortexBuffer.SetData(ref vertices, 288);
vortexSheet.CommitBufferedData();
}
public void DrawVortex(float3 pos, int frame)
{
vortices.Add((pos, frame));
}
PostProcessPassType IRenderPostProcessPass.Type => PostProcessPassType.AfterWorld;
bool IRenderPostProcessPass.Enabled => vortices.Count > 0;
void IRenderPostProcessPass.Draw(WorldRenderer wr, ITexture worldTexture)
{
var scroll = wr.Viewport.TopLeft;
var size = renderer.WorldFrameBufferSize;
var width = 2f / (renderer.WorldDownscaleFactor * size.Width);
var height = 2f / (renderer.WorldDownscaleFactor * size.Height);
shader.SetVec("Scroll", scroll.X, scroll.Y);
shader.SetVec("p1", width, height);
shader.SetVec("p2", -1, -1);
shader.SetTexture("WorldTexture", worldTexture);
shader.SetTexture("VortexTexture", vortexSheet.GetTexture());
shader.PrepareRender();
foreach (var (pos, frame) in vortices)
{
shader.SetVec("Pos", pos.X, pos.Y);
renderer.DrawBatch(vortexBuffer, shader, 6 * frame, 6, PrimitiveType.TriangleList);
}
vortices.Clear();
}
}
}

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@@ -0,0 +1,14 @@
#version {VERSION}
uniform vec2 Pos, Scroll;
uniform vec2 p1, p2;
in vec2 aVertexPosition;
in vec2 aVertexTexCoord;
out vec2 vTexCoord;
void main()
{
gl_Position = vec4((aVertexPosition + Pos - Scroll) * p1 + p2, 0, 1);
vTexCoord = aVertexTexCoord;
}

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@@ -0,0 +1,22 @@
#version {VERSION}
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D VortexTexture;
uniform sampler2D WorldTexture;
in vec2 vTexCoord;
out vec4 fragColor;
void main()
{
vec4 vtx = texture(VortexTexture, vTexCoord.xy);
vec2 delta = (vtx.bg - 0.5) * 256.0;
float frac = 16.0 * vtx.r + 0.0625;
if (vtx.r > 0.055)
discard;
fragColor = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy + delta), 0) * vec4(frac, frac, frac, 1);
}