From 50da18cd22a30137d5d689238fbb2f9934a305bb Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Thu, 1 Oct 2015 18:55:54 +0100 Subject: [PATCH] Add depth buffer support to RgbaColorRenderer. --- OpenRA.Game/Graphics/RgbaColorRenderer.cs | 94 +++++++++++-------- OpenRA.Game/Graphics/WorldRenderer.cs | 1 + OpenRA.Game/Renderer.cs | 4 +- OpenRA.Game/Widgets/WidgetUtils.cs | 4 +- .../Traits/World/WarheadDebugOverlay.cs | 4 +- glsl/color.frag | 14 ++- glsl/color.vert | 7 +- 7 files changed, 80 insertions(+), 48 deletions(-) diff --git a/OpenRA.Game/Graphics/RgbaColorRenderer.cs b/OpenRA.Game/Graphics/RgbaColorRenderer.cs index 2dc417c363..04a5003413 100644 --- a/OpenRA.Game/Graphics/RgbaColorRenderer.cs +++ b/OpenRA.Game/Graphics/RgbaColorRenderer.cs @@ -47,15 +47,15 @@ namespace OpenRA.Graphics } } - public void DrawLine(float2 start, float2 end, float width, Color startColor, Color endColor) + public void DrawLine(float3 start, float3 end, float width, Color startColor, Color endColor) { renderer.CurrentBatchRenderer = this; if (nv + 6 > renderer.TempBufferSize) Flush(); - var delta = (end - start) / (end - start).Length; - var corner = width / 2 * new float2(-delta.Y, delta.X); + var delta = (end - start) / (end - start).XY.Length; + var corner = width / 2 * new float3(-delta.Y, delta.X, delta.Z); startColor = Util.PremultiplyAlpha(startColor); var sr = startColor.R / 255.0f; @@ -77,14 +77,14 @@ namespace OpenRA.Graphics vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0); } - public void DrawLine(float2 start, float2 end, float width, Color color) + public void DrawLine(float3 start, float3 end, float width, Color color) { renderer.CurrentBatchRenderer = this; if (nv + 6 > renderer.TempBufferSize) Flush(); - var delta = (end - start) / (end - start).Length; + var delta = (end - start) / (end - start).XY.Length; var corner = width / 2 * new float2(-delta.Y, delta.X); color = Util.PremultiplyAlpha(color); @@ -102,20 +102,21 @@ namespace OpenRA.Graphics } /// - /// Calculate the intersection of two lines. - /// Will behave badly if the lines are parallel + /// Calculate the 2D intersection of two lines. + /// Will behave badly if the lines are parallel. + /// Z position is the average of a and b (ignores actual intersection point if it exists) /// - float2 IntersectionOf(float2 a, float2 da, float2 b, float2 db) + float3 IntersectionOf(float3 a, float3 da, float3 b, float3 db) { var crossA = a.X * (a.Y + da.Y) - a.Y * (a.X + da.X); var crossB = b.X * (b.Y + db.Y) - b.Y * (b.X + db.X); var x = da.X * crossB - db.X * crossA; var y = da.Y * crossB - db.Y * crossA; var d = da.X * db.Y - da.Y * db.X; - return new float2(x, y) / d; + return new float3(x / d, y / d, 0.5f * (a.Z + b.Z)); } - void DrawDisconnectedLine(IEnumerable points, float width, Color color) + void DrawDisconnectedLine(IEnumerable points, float width, Color color) { using (var e = points.GetEnumerator()) { @@ -132,7 +133,7 @@ namespace OpenRA.Graphics } } - void DrawConnectedLine(float2[] points, float width, Color color, bool closed) + void DrawConnectedLine(float3[] points, float width, Color color, bool closed) { // Not a line if (points.Length < 2) @@ -154,8 +155,8 @@ namespace OpenRA.Graphics var start = points[0]; var end = points[1]; - var dir = (end - start) / (end - start).Length; - var corner = width / 2 * new float2(-dir.Y, dir.X); + var dir = (end - start) / (end - start).XY.Length; + var corner = width / 2 * new float3(-dir.Y, dir.X, dir.Z); // Corners for start of line segment var ca = start - corner; @@ -165,8 +166,8 @@ namespace OpenRA.Graphics if (closed) { var prev = points[points.Length - 1]; - var prevDir = (start - prev) / (start - prev).Length; - var prevCorner = width / 2 * new float2(-prevDir.Y, prevDir.X); + var prevDir = (start - prev) / (start - prev).XY.Length; + var prevCorner = width / 2 * new float3(-prevDir.Y, prevDir.X, prevDir.Z); ca = IntersectionOf(start - prevCorner, prevDir, start - corner, dir); cb = IntersectionOf(start + prevCorner, prevDir, start + corner, dir); } @@ -175,8 +176,8 @@ namespace OpenRA.Graphics for (var i = 0; i < limit; i++) { var next = points[(i + 2) % points.Length]; - var nextDir = (next - end) / (next - end).Length; - var nextCorner = width / 2 * new float2(-nextDir.Y, nextDir.X); + var nextDir = (next - end) / (next - end).XY.Length; + var nextCorner = width / 2 * new float3(-nextDir.Y, nextDir.X, nextDir.Z); // Vertices for the corners joining start-end to end-next var cc = closed || i < limit ? IntersectionOf(end + corner, dir, end + nextCorner, nextDir) : end + corner; @@ -204,33 +205,43 @@ namespace OpenRA.Graphics } public void DrawLine(IEnumerable points, float width, Color color, bool connectSegments = false) + { + DrawLine(points.Select(p => new float3(p, 0)), width, color, connectSegments); + } + + public void DrawLine(IEnumerable points, float width, Color color, bool connectSegments = false) { if (!connectSegments) DrawDisconnectedLine(points, width, color); else - DrawConnectedLine(points as float2[] ?? points.ToArray(), width, color, false); + DrawConnectedLine(points as float3[] ?? points.ToArray(), width, color, false); } - public void DrawPolygon(float2[] vertices, float width, Color color) + public void DrawPolygon(float3[] vertices, float width, Color color) { DrawConnectedLine(vertices, width, color, true); } - public void DrawRect(float2 tl, float2 br, float width, Color color) + public void DrawPolygon(float2[] vertices, float width, Color color) { - var tr = new float2(br.X, tl.Y); - var bl = new float2(tl.X, br.Y); + DrawConnectedLine(vertices.Select(v => new float3(v, 0)).ToArray(), width, color, true); + } + + public void DrawRect(float3 tl, float3 br, float width, Color color) + { + var tr = new float3(br.X, tl.Y, tl.Z); + var bl = new float3(tl.X, br.Y, br.Z); DrawPolygon(new[] { tl, tr, br, bl }, width, color); } - public void FillRect(float2 tl, float2 br, Color color) + public void FillRect(float3 tl, float3 br, Color color) { - var tr = new float2(br.X, tl.Y); - var bl = new float2(tl.X, br.Y); + var tr = new float3(br.X, tl.Y, tl.Z); + var bl = new float3(tl.X, br.Y, br.Z); FillRect(tl, tr, br, bl, color); } - public void FillRect(float2 a, float2 b, float2 c, float2 d, Color color) + public void FillRect(float3 a, float3 b, float3 c, float3 d, Color color) { renderer.CurrentBatchRenderer = this; @@ -251,25 +262,34 @@ namespace OpenRA.Graphics vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0); } - public void FillEllipse(RectangleF r, Color color, int vertices = 32) + public void FillEllipse(float3 tl, float3 br, Color color, int vertices = 32) { // TODO: Create an ellipse polygon instead - var a = (r.Right - r.Left) / 2; - var b = (r.Bottom - r.Top) / 2; - var xc = (r.Right + r.Left) / 2; - var yc = (r.Bottom + r.Top) / 2; - for (var y = r.Top; y <= r.Bottom; y++) + var a = (br.X - tl.X) / 2; + var b = (br.Y - tl.Y) / 2; + var xc = (br.X + tl.X) / 2; + var yc = (br.Y + tl.Y) / 2; + for (var y = tl.Y; y <= br.Y; y++) { + var z = float2.Lerp(tl.Z, br.Z, (y - tl.Y) / (br.Y - tl.Y)); var dx = a * (float)Math.Sqrt(1 - (y - yc) * (y - yc) / b / b); - DrawLine(new float2(xc - dx, y), new float2(xc + dx, y), 1, color); + DrawLine(new float3(xc - dx, y, z), new float3(xc + dx, y, z), 1, color); } } - public void SetViewportParams(Size screen, float zoom, int2 scroll) + public void SetViewportParams(Size screen, float depthScale, float depthOffset, float zoom, int2 scroll) { - shader.SetVec("Scroll", scroll.X, scroll.Y); - shader.SetVec("r1", zoom * 2f / screen.Width, -zoom * 2f / screen.Height); - shader.SetVec("r2", -1, 1); + shader.SetVec("Scroll", scroll.X, scroll.Y, scroll.Y); + shader.SetVec("r1", + zoom * 2f / screen.Width, + -zoom * 2f / screen.Height, + -depthScale * zoom / screen.Height); + shader.SetVec("r2", -1, 1, 1 - depthOffset); + } + + public void SetDepthPreviewEnabled(bool enabled) + { + shader.SetBool("EnableDepthPreview", enabled); } } } diff --git a/OpenRA.Game/Graphics/WorldRenderer.cs b/OpenRA.Game/Graphics/WorldRenderer.cs index 7798f97bb8..bd37f95567 100644 --- a/OpenRA.Game/Graphics/WorldRenderer.cs +++ b/OpenRA.Game/Graphics/WorldRenderer.cs @@ -127,6 +127,7 @@ namespace OpenRA.Graphics { Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview); Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview); + Game.Renderer.WorldRgbaColorRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview); } RefreshPalette(); diff --git a/OpenRA.Game/Renderer.cs b/OpenRA.Game/Renderer.cs index 1adacbfd5b..e4a7ffab08 100644 --- a/OpenRA.Game/Renderer.cs +++ b/OpenRA.Game/Renderer.cs @@ -119,7 +119,7 @@ namespace OpenRA lastResolution = Resolution; RgbaSpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); SpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); - RgbaColorRenderer.SetViewportParams(Resolution, 1f, int2.Zero); + RgbaColorRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); } // If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless. @@ -130,7 +130,7 @@ namespace OpenRA WorldRgbaSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); WorldSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); WorldVoxelRenderer.SetViewportParams(Resolution, zoom, scroll); - WorldRgbaColorRenderer.SetViewportParams(Resolution, zoom, scroll); + WorldRgbaColorRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); } } diff --git a/OpenRA.Game/Widgets/WidgetUtils.cs b/OpenRA.Game/Widgets/WidgetUtils.cs index 7bf71d6b4c..993d3472a7 100644 --- a/OpenRA.Game/Widgets/WidgetUtils.cs +++ b/OpenRA.Game/Widgets/WidgetUtils.cs @@ -70,7 +70,9 @@ namespace OpenRA.Widgets public static void FillEllipseWithColor(Rectangle r, Color c) { - Game.Renderer.RgbaColorRenderer.FillEllipse(new RectangleF(r.X, r.Y, r.Width, r.Height), c); + var tl = new float2(r.Left, r.Top); + var br = new float2(r.Right, r.Bottom); + Game.Renderer.RgbaColorRenderer.FillEllipse(tl, br, c); } public static int[] GetBorderSizes(string collection) diff --git a/OpenRA.Mods.Common/Traits/World/WarheadDebugOverlay.cs b/OpenRA.Mods.Common/Traits/World/WarheadDebugOverlay.cs index a8890dca98..ea2cdf67f0 100644 --- a/OpenRA.Mods.Common/Traits/World/WarheadDebugOverlay.cs +++ b/OpenRA.Mods.Common/Traits/World/WarheadDebugOverlay.cs @@ -75,9 +75,7 @@ namespace OpenRA.Mods.Common.Traits { var tl = wr.ScreenPosition(i.CenterPosition - new WVec(r.Length, r.Length, 0)); var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0)); - var rect = RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y); - - Game.Renderer.WorldRgbaColorRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, i.Color)); + Game.Renderer.WorldRgbaColorRenderer.FillEllipse(tl, br, Color.FromArgb((int)alpha, i.Color)); alpha -= rangeStep; } diff --git a/glsl/color.frag b/glsl/color.frag index 88c1daa512..456c5a2706 100644 --- a/glsl/color.frag +++ b/glsl/color.frag @@ -1,6 +1,18 @@ varying vec4 vColor; +uniform bool EnableDepthPreview; void main() { - gl_FragColor = vColor; + float depth = gl_FragCoord.z; + + // Convert to window coords + gl_FragDepth = 0.5 * depth + 0.5; + + if (EnableDepthPreview) + { + // Front of the depth buffer is at 0, but we want to render it as bright + gl_FragColor = vec4(vec3(1.0 - gl_FragDepth), 1.0); + } + else + gl_FragColor = vColor; } \ No newline at end of file diff --git a/glsl/color.vert b/glsl/color.vert index ffc17d90e1..724cc38c0e 100644 --- a/glsl/color.vert +++ b/glsl/color.vert @@ -1,5 +1,5 @@ -uniform vec2 Scroll; -uniform vec2 r1, r2; +uniform vec3 Scroll; +uniform vec3 r1, r2; attribute vec4 aVertexPosition; attribute vec4 aVertexTexCoord; @@ -7,7 +7,6 @@ varying vec4 vColor; void main() { - vec2 p = (aVertexPosition.xy - Scroll.xy)*r1 + r2; - gl_Position = vec4(p.x,p.y,0,1); + gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1); vColor = aVertexTexCoord; }