Add depth buffer support to RgbaColorRenderer.

This commit is contained in:
Paul Chote
2015-10-01 18:55:54 +01:00
parent d08cc10abb
commit 50da18cd22
7 changed files with 80 additions and 48 deletions

View File

@@ -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
}
/// <summary>
/// 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)
/// </summary>
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<float2> points, float width, Color color)
void DrawDisconnectedLine(IEnumerable<float3> 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<float2> points, float width, Color color, bool connectSegments = false)
{
DrawLine(points.Select(p => new float3(p, 0)), width, color, connectSegments);
}
public void DrawLine(IEnumerable<float3> 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);
}
}
}

View File

@@ -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();

View File

@@ -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);
}
}

View File

@@ -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)

View File

@@ -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;
}

View File

@@ -1,6 +1,18 @@
varying vec4 vColor;
uniform bool EnableDepthPreview;
void main()
{
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;
}

View File

@@ -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;
}