Add IPostProcessWorldShader for custom effect render passes.
This commit is contained in:
@@ -157,6 +157,7 @@ namespace OpenRA
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{
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void SetData(byte[] colors, int width, int height);
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void SetFloatData(float[] data, int width, int height);
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void SetDataFromReadBuffer(Rectangle rect);
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byte[] GetData();
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Size Size { get; }
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TextureScaleFilter ScaleFilter { get; set; }
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37
OpenRA.Game/Graphics/RenderPostProcessPassVertex.cs
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37
OpenRA.Game/Graphics/RenderPostProcessPassVertex.cs
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@@ -0,0 +1,37 @@
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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.Runtime.InteropServices;
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namespace OpenRA.Graphics
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{
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct RenderPostProcessPassVertex
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{
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public readonly float X, Y;
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public RenderPostProcessPassVertex(float x, float y)
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{
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X = x; Y = y;
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}
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}
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public sealed class RenderPostProcessPassShaderBindings : ShaderBindings
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{
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public RenderPostProcessPassShaderBindings(string name)
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: base("postprocess", "postprocess_" + name) { }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", 2, 0)
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};
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}
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}
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@@ -39,11 +39,14 @@ namespace OpenRA.Graphics
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public abstract ShaderVertexAttribute[] Attributes { get; }
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protected ShaderBindings(string name)
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: this(name, name) { }
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protected ShaderBindings(string vertexName, string fragmentName)
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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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VertexShaderName = vertexName;
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VertexShaderCode = GetShaderCode(VertexShaderName + ".vert");
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FragmentShaderName = name;
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FragmentShaderName = fragmentName;
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FragmentShaderCode = GetShaderCode(FragmentShaderName + ".frag");
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}
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@@ -45,6 +45,8 @@ namespace OpenRA.Graphics
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readonly List<IRenderable> renderablesBuffer = new();
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readonly IRenderer[] renderers;
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readonly IRenderPostProcessPass[] postProcessPasses;
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readonly ITexture postProcessTexture;
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internal WorldRenderer(ModData modData, World world)
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{
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@@ -71,6 +73,10 @@ namespace OpenRA.Graphics
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terrainRenderer = world.WorldActor.TraitOrDefault<IRenderTerrain>();
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debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
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postProcessPasses = world.WorldActor.TraitsImplementing<IRenderPostProcessPass>().ToArray();
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if (postProcessPasses.Length > 0)
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postProcessTexture = Game.Renderer.Context.CreateTexture();
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}
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public void BeginFrame()
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@@ -284,6 +290,8 @@ namespace OpenRA.Graphics
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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ApplyPostProcessing(PostProcessPassType.AfterActors);
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World.ApplyToActorsWithTrait<IRenderAboveWorld>((actor, trait) =>
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{
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if (actor.IsInWorld && !actor.Disposed)
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@@ -293,6 +301,8 @@ namespace OpenRA.Graphics
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if (enableDepthBuffer)
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Game.Renderer.ClearDepthBuffer();
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ApplyPostProcessing(PostProcessPassType.AfterWorld);
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World.ApplyToActorsWithTrait<IRenderShroud>((actor, trait) => trait.RenderShroud(this));
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if (enableDepthBuffer)
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@@ -306,9 +316,27 @@ namespace OpenRA.Graphics
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foreach (var r in g)
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r.Render(this);
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ApplyPostProcessing(PostProcessPassType.AfterShroud);
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Game.Renderer.Flush();
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}
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void ApplyPostProcessing(PostProcessPassType type)
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{
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var size = Game.Renderer.WorldFrameBufferSize;
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var rect = new Rectangle(0, 0, size.Width, size.Height);
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foreach (var pass in postProcessPasses)
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{
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if (pass.Type != type || !pass.Enabled)
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continue;
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// Make a copy of the world texture to avoid reading and writing on the same buffer
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Game.Renderer.Flush();
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postProcessTexture.SetDataFromReadBuffer(rect);
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pass.Draw(this, postProcessTexture);
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}
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}
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public void DrawAnnotations()
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{
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Game.Renderer.EnableAntialiasingFilter();
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@@ -459,6 +459,16 @@ namespace OpenRA.Traits
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bool SpatiallyPartitionable { get; }
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}
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public enum PostProcessPassType { AfterShroud, AfterWorld, AfterActors }
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[RequireExplicitImplementation]
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public interface IRenderPostProcessPass
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{
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PostProcessPassType Type { get; }
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bool Enabled { get; }
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void Draw(WorldRenderer wr, ITexture worldTexture);
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}
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[Flags]
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public enum SelectionPriorityModifiers
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{
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56
OpenRA.Mods.Common/Traits/World/RenderPostProcessPassBase.cs
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56
OpenRA.Mods.Common/Traits/World/RenderPostProcessPassBase.cs
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@@ -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 OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public abstract class RenderPostProcessPassBase : IRenderPostProcessPass
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{
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readonly Renderer renderer;
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readonly IShader shader;
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readonly IVertexBuffer<RenderPostProcessPassVertex> buffer;
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readonly PostProcessPassType type;
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protected RenderPostProcessPassBase(string name, PostProcessPassType type)
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{
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this.type = type;
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renderer = Game.Renderer;
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shader = renderer.CreateShader(new RenderPostProcessPassShaderBindings(name));
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var vertices = new RenderPostProcessPassVertex[]
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{
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new(-1, -1),
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new(1, -1),
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new(1, 1),
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new(1, 1),
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new(-1, 1),
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new(-1, -1)
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};
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buffer = renderer.CreateVertexBuffer<RenderPostProcessPassVertex>(6);
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buffer.SetData(ref vertices, 6);
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}
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PostProcessPassType IRenderPostProcessPass.Type => type;
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bool IRenderPostProcessPass.Enabled => Enabled;
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void IRenderPostProcessPass.Draw(WorldRenderer wr, ITexture worldTexture)
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{
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shader.PrepareRender();
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shader.SetTexture("WorldTexture", worldTexture);
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PrepareRender(wr, shader);
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renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList);
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}
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protected abstract bool Enabled { get; }
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protected abstract void PrepareRender(WorldRenderer wr, IShader shader);
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}
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}
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@@ -442,6 +442,10 @@ namespace OpenRA.Platforms.Default
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int width, int height, int border, int format, int type, IntPtr pixels);
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public static TexImage2D glTexImage2D { get; private set; }
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public delegate void CopyTexImage2D(int target, int level, int internalFormat,
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int x, int y, int width, int height, int border);
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public static CopyTexImage2D glCopyTexImage2D { get; private set; }
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public delegate void GetTexImage(int target, int level,
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int format, int type, IntPtr pixels);
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public static GetTexImage glGetTexImage { get; private set; }
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@@ -607,6 +611,7 @@ namespace OpenRA.Platforms.Default
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glBindTexture = Bind<BindTexture>("glBindTexture");
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glActiveTexture = Bind<ActiveTexture>("glActiveTexture");
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glTexImage2D = Bind<TexImage2D>("glTexImage2D");
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glCopyTexImage2D = Bind<CopyTexImage2D>("glCopyTexImage2D");
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glTexParameteri = Bind<TexParameteri>("glTexParameteri");
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glTexParameterf = Bind<TexParameterf>("glTexParameterf");
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@@ -111,6 +111,19 @@ namespace OpenRA.Platforms.Default
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}
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}
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public void SetDataFromReadBuffer(Rectangle rect)
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{
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VerifyThreadAffinity();
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if (!Exts.IsPowerOf2(rect.Width) || !Exts.IsPowerOf2(rect.Height))
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throw new InvalidDataException($"Non-power-of-two rectangle {rect.Width}x{rect.Height}");
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PrepareTexture();
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var glInternalFormat = OpenGL.Profile == GLProfile.Embedded ? OpenGL.GL_BGRA : OpenGL.GL_RGBA8;
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OpenGL.glCopyTexImage2D(OpenGL.GL_TEXTURE_2D, 0, glInternalFormat, rect.X, rect.Y, rect.Width, rect.Height, 0);
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OpenGL.CheckGLError();
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}
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public byte[] GetData()
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{
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VerifyThreadAffinity();
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@@ -648,6 +648,7 @@ namespace OpenRA.Platforms.Default
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readonly Func<object, object> setData2;
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readonly Action<object> setData3;
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readonly Func<object, object> setData4;
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readonly Action<object> setData5;
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readonly Action dispose;
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public ThreadedTexture(ThreadedGraphicsContext device, ITextureInternal texture)
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@@ -663,6 +664,7 @@ namespace OpenRA.Platforms.Default
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setData2 = tuple => { setData1(tuple); return null; };
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setData3 = tuple => { var t = ((float[], int, int))tuple; texture.SetFloatData(t.Item1, t.Item2, t.Item3); };
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setData4 = tuple => { setData3(tuple); return null; };
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setData5 = rect => texture.SetDataFromReadBuffer((Rectangle)rect);
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dispose = texture.Dispose;
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}
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@@ -725,6 +727,11 @@ namespace OpenRA.Platforms.Default
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}
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}
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public void SetDataFromReadBuffer(Rectangle rect)
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{
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device.Post(setData5, rect);
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}
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public void Dispose()
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{
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device.Post(dispose);
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12
glsl/postprocess.vert
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12
glsl/postprocess.vert
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@@ -0,0 +1,12 @@
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#version {VERSION}
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#if __VERSION__ == 120
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attribute vec2 aVertexPosition;
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#else
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in vec2 aVertexPosition;
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#endif
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void main()
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{
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gl_Position = vec4(aVertexPosition, 0, 1);
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}
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