Turn ModelRenderer and VoxelCache into traits
This commit is contained in:
committed by
Matthias Mailänder
parent
d427072cc9
commit
686040a316
@@ -10,9 +10,8 @@
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.FileSystem;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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@@ -30,6 +29,14 @@ namespace OpenRA.Graphics
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Rectangle AggregateBounds { get; }
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}
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public interface IModelWidget
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{
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public string Palette { get; }
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public float Scale { get; }
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public void Setup(Func<bool> isVisible, Func<string> getPalette, Func<string> getPlayerPalette,
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Func<float> getScale, Func<IModel> getVoxel, Func<WRot> getRotation);
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}
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public readonly struct ModelRenderData
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{
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public readonly int Start;
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@@ -44,51 +51,13 @@ namespace OpenRA.Graphics
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}
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}
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public interface IModelCache : IDisposable
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public interface IModelCacheInfo : ITraitInfoInterface { }
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public interface IModelCache
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{
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IModel GetModel(string model);
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IModel GetModelSequence(string model, string sequence);
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bool HasModelSequence(string model, string sequence);
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IVertexBuffer<ModelVertex> VertexBuffer { get; }
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}
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public interface IModelSequenceLoader
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{
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Action<string> OnMissingModelError { get; set; }
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IModelCache CacheModels(IReadOnlyFileSystem fileSystem, ModData modData, IReadOnlyDictionary<string, MiniYamlNode> modelDefinitions);
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}
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public class PlaceholderModelSequenceLoader : IModelSequenceLoader
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{
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public Action<string> OnMissingModelError { get; set; }
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sealed class PlaceholderModelCache : IModelCache
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{
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public IVertexBuffer<ModelVertex> VertexBuffer => throw new NotImplementedException();
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public void Dispose() { }
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public IModel GetModel(string model)
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{
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throw new NotImplementedException();
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}
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public IModel GetModelSequence(string model, string sequence)
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{
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throw new NotImplementedException();
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}
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public bool HasModelSequence(string model, string sequence)
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{
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throw new NotImplementedException();
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}
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}
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public PlaceholderModelSequenceLoader(ModData modData) { }
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public IModelCache CacheModels(IReadOnlyFileSystem fileSystem, ModData modData, IReadOnlyDictionary<string, MiniYamlNode> modelDefinitions)
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{
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return new PlaceholderModelCache();
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}
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}
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}
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@@ -1,376 +0,0 @@
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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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public class ModelRenderProxy
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{
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public readonly Sprite Sprite;
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public readonly Sprite ShadowSprite;
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public readonly float ShadowDirection;
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public readonly float3[] ProjectedShadowBounds;
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public ModelRenderProxy(Sprite sprite, Sprite shadowSprite, float3[] projectedShadowBounds, float shadowDirection)
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{
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Sprite = sprite;
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ShadowSprite = shadowSprite;
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ProjectedShadowBounds = projectedShadowBounds;
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ShadowDirection = shadowDirection;
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}
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}
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public sealed class ModelRenderer : IDisposable
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{
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// Static constants
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static readonly float[] ShadowDiffuse = new float[] { 0, 0, 0 };
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static readonly float[] ShadowAmbient = new float[] { 1, 1, 1 };
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static readonly float2 SpritePadding = new(2, 2);
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static readonly float[] ZeroVector = new float[] { 0, 0, 0, 1 };
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static readonly float[] ZVector = new float[] { 0, 0, 1, 1 };
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static readonly float[] FlipMtx = Util.ScaleMatrix(1, -1, 1);
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static readonly float[] ShadowScaleFlipMtx = Util.ScaleMatrix(2, -2, 2);
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static readonly float[] GroundNormal = { 0, 0, 1, 1 };
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readonly Renderer renderer;
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readonly IShader shader;
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readonly Dictionary<Sheet, IFrameBuffer> mappedBuffers = new();
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readonly Stack<KeyValuePair<Sheet, IFrameBuffer>> unmappedBuffers = new();
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readonly List<(Sheet Sheet, Action Func)> doRender = new();
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SheetBuilder sheetBuilderForFrame;
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bool isInFrame;
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public ModelRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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}
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public void SetPalette(ITexture palette)
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{
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shader.SetTexture("Palette", palette);
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}
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public void SetViewportParams()
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{
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var a = 2f / renderer.SheetSize;
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var view = new[]
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{
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a, 0, 0, 0,
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0, -a, 0, 0,
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0, 0, -2 * a, 0,
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-1, 1, 0, 1
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};
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shader.SetMatrix("View", view);
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}
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public ModelRenderProxy RenderAsync(
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WorldRenderer wr, IEnumerable<ModelAnimation> models, in WRot camera, float scale,
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in WRot groundOrientation, in WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadowPalette)
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{
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if (!isInFrame)
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throw new InvalidOperationException("BeginFrame has not been called. You cannot render until a frame has been started.");
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// Correct for inverted y-axis
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var scaleTransform = Util.ScaleMatrix(scale, scale, scale);
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// Correct for bogus light source definition
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var lightYaw = Util.MakeFloatMatrix(new WRot(WAngle.Zero, WAngle.Zero, -lightSource.Yaw).AsMatrix());
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var lightPitch = Util.MakeFloatMatrix(new WRot(WAngle.Zero, -lightSource.Pitch, WAngle.Zero).AsMatrix());
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var ground = Util.MakeFloatMatrix(groundOrientation.AsMatrix());
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var shadowTransform = Util.MatrixMultiply(Util.MatrixMultiply(lightPitch, lightYaw), Util.MatrixInverse(ground));
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var groundNormal = Util.MatrixVectorMultiply(ground, GroundNormal);
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var invShadowTransform = Util.MatrixInverse(shadowTransform);
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var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());
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var invCameraTransform = Util.MatrixInverse(cameraTransform);
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if (invCameraTransform == null)
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throw new InvalidOperationException("Failed to invert the cameraTransform matrix during RenderAsync.");
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// Sprite rectangle
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var tl = new float2(float.MaxValue, float.MaxValue);
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var br = new float2(float.MinValue, float.MinValue);
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// Shadow sprite rectangle
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var stl = new float2(float.MaxValue, float.MaxValue);
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var sbr = new float2(float.MinValue, float.MinValue);
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foreach (var m in models)
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{
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// Convert screen offset back to world coords
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
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var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
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var worldTransform = Util.MakeFloatMatrix(m.RotationFunc().AsMatrix());
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worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform);
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worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
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var bounds = m.Model.Bounds(m.FrameFunc());
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var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds);
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var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds);
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var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds);
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// Aggregate bounds rects
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tl = float2.Min(tl, new float2(screenBounds[0], screenBounds[1]));
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br = float2.Max(br, new float2(screenBounds[3], screenBounds[4]));
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stl = float2.Min(stl, new float2(shadowBounds[0], shadowBounds[1]));
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sbr = float2.Max(sbr, new float2(shadowBounds[3], shadowBounds[4]));
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}
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// Inflate rects to ensure rendering is within bounds
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tl -= SpritePadding;
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br += SpritePadding;
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stl -= SpritePadding;
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sbr += SpritePadding;
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// Corners of the shadow quad, in shadow-space
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var corners = new float[][]
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{
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new[] { stl.X, stl.Y, 0, 1 },
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new[] { sbr.X, sbr.Y, 0, 1 },
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new[] { sbr.X, stl.Y, 0, 1 },
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new[] { stl.X, sbr.Y, 0, 1 }
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};
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var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform);
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var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal);
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var screenCorners = new float3[4];
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for (var j = 0; j < 4; j++)
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{
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// Project to ground plane
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corners[j][2] = -(corners[j][1] * shadowGroundNormal[1] / shadowGroundNormal[2] +
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corners[j][0] * shadowGroundNormal[0] / shadowGroundNormal[2]);
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// Rotate to camera-space
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corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]);
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screenCorners[j] = new float3(corners[j][0], corners[j][1], 0);
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}
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// Shadows are rendered at twice the resolution to reduce artifacts
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CalculateSpriteGeometry(tl, br, 1, out var spriteSize, out var spriteOffset);
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CalculateSpriteGeometry(stl, sbr, 2, out var shadowSpriteSize, out var shadowSpriteOffset);
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sheetBuilderForFrame ??= new SheetBuilder(SheetType.BGRA, AllocateSheet);
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var sprite = sheetBuilderForFrame.Allocate(spriteSize, 0, spriteOffset);
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var shadowSprite = sheetBuilderForFrame.Allocate(shadowSpriteSize, 0, shadowSpriteOffset);
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var sb = sprite.Bounds;
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var ssb = shadowSprite.Bounds;
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var spriteCenter = new float2(sb.Left + sb.Width / 2, sb.Top + sb.Height / 2);
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var shadowCenter = new float2(ssb.Left + ssb.Width / 2, ssb.Top + ssb.Height / 2);
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var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0);
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var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0);
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var correctionTransform = Util.MatrixMultiply(translateMtx, FlipMtx);
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var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, ShadowScaleFlipMtx);
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doRender.Add((sprite.Sheet, () =>
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{
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foreach (var m in models)
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{
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// Convert screen offset to world offset
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
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var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
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var rotations = Util.MakeFloatMatrix(m.RotationFunc().AsMatrix());
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var worldTransform = Util.MatrixMultiply(scaleTransform, rotations);
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worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
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var transform = Util.MatrixMultiply(cameraTransform, worldTransform);
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transform = Util.MatrixMultiply(correctionTransform, transform);
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var shadow = Util.MatrixMultiply(shadowTransform, worldTransform);
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shadow = Util.MatrixMultiply(shadowCorrectionTransform, shadow);
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var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(rotations), invShadowTransform);
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var frame = m.FrameFunc();
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for (uint i = 0; i < m.Model.Sections; i++)
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{
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var rd = m.Model.RenderData(i);
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var t = m.Model.TransformationMatrix(i, frame);
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var it = Util.MatrixInverse(t);
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if (it == null)
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throw new InvalidOperationException($"Failed to invert the transformed matrix of frame {i} during RenderAsync.");
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// Transform light vector from shadow -> world -> limb coords
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var lightDirection = ExtractRotationVector(Util.MatrixMultiply(it, lightTransform));
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Render(rd, wr.World.ModelCache, Util.MatrixMultiply(transform, t), lightDirection,
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lightAmbientColor, lightDiffuseColor, color.TextureMidIndex, normals.TextureMidIndex);
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// Disable shadow normals by forcing zero diffuse and identity ambient light
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if (m.ShowShadow)
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Render(rd, wr.World.ModelCache, Util.MatrixMultiply(shadow, t), lightDirection,
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ShadowAmbient, ShadowDiffuse, shadowPalette.TextureMidIndex, normals.TextureMidIndex);
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}
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}
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}));
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var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, ZVector);
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screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector);
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return new ModelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1]);
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}
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static void CalculateSpriteGeometry(float2 tl, float2 br, float scale, out Size size, out int2 offset)
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{
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var width = (int)(scale * (br.X - tl.X));
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var height = (int)(scale * (br.Y - tl.Y));
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offset = (0.5f * scale * (br + tl)).ToInt2();
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// Width and height must be even to avoid rendering glitches
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if ((width & 1) == 1)
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width += 1;
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if ((height & 1) == 1)
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height += 1;
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size = new Size(width, height);
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}
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static float[] ExtractRotationVector(float[] mtx)
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{
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var tVec = Util.MatrixVectorMultiply(mtx, ZVector);
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var tOrigin = Util.MatrixVectorMultiply(mtx, ZeroVector);
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tVec[0] -= tOrigin[0] * tVec[3] / tOrigin[3];
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tVec[1] -= tOrigin[1] * tVec[3] / tOrigin[3];
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tVec[2] -= tOrigin[2] * tVec[3] / tOrigin[3];
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// Renormalize
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var w = (float)Math.Sqrt(tVec[0] * tVec[0] + tVec[1] * tVec[1] + tVec[2] * tVec[2]);
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tVec[0] /= w;
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tVec[1] /= w;
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tVec[2] /= w;
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tVec[3] = 1f;
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return tVec;
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}
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void Render(
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ModelRenderData renderData,
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IModelCache cache,
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float[] t, float[] lightDirection,
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float[] ambientLight, float[] diffuseLight,
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float colorPaletteTextureMidIndex, float normalsPaletteTextureMidIndex)
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{
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shader.SetTexture("DiffuseTexture", renderData.Sheet.GetTexture());
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shader.SetVec("PaletteRows", colorPaletteTextureMidIndex, normalsPaletteTextureMidIndex);
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shader.SetMatrix("TransformMatrix", t);
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shader.SetVec("LightDirection", lightDirection, 4);
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shader.SetVec("AmbientLight", ambientLight, 3);
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shader.SetVec("DiffuseLight", diffuseLight, 3);
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shader.PrepareRender();
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renderer.DrawBatch(cache.VertexBuffer, shader, renderData.Start, renderData.Count, PrimitiveType.TriangleList);
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}
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public void BeginFrame()
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{
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if (isInFrame)
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throw new InvalidOperationException("BeginFrame has already been called. A new frame cannot be started until EndFrame has been called.");
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isInFrame = true;
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foreach (var kv in mappedBuffers)
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unmappedBuffers.Push(kv);
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mappedBuffers.Clear();
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}
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IFrameBuffer EnableFrameBuffer(Sheet s)
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{
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var fbo = mappedBuffers[s];
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Game.Renderer.Flush();
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fbo.Bind();
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Game.Renderer.Context.EnableDepthBuffer();
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return fbo;
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}
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static void DisableFrameBuffer(IFrameBuffer fbo)
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{
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Game.Renderer.Flush();
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Game.Renderer.Context.DisableDepthBuffer();
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fbo.Unbind();
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}
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public void EndFrame()
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{
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if (!isInFrame)
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throw new InvalidOperationException("BeginFrame has not been called. There is no frame to end.");
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isInFrame = false;
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sheetBuilderForFrame = null;
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if (doRender.Count == 0)
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return;
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Sheet currentSheet = null;
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IFrameBuffer fbo = null;
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foreach (var v in doRender)
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{
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// Change sheet
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if (v.Sheet != currentSheet)
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{
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if (fbo != null)
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DisableFrameBuffer(fbo);
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currentSheet = v.Sheet;
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fbo = EnableFrameBuffer(currentSheet);
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}
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v.Func();
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}
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if (fbo != null)
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DisableFrameBuffer(fbo);
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doRender.Clear();
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}
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public Sheet AllocateSheet()
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{
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// Reuse cached fbo
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if (unmappedBuffers.Count > 0)
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{
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var kv = unmappedBuffers.Pop();
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mappedBuffers.Add(kv.Key, kv.Value);
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return kv.Key;
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}
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var size = new Size(renderer.SheetSize, renderer.SheetSize);
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var framebuffer = renderer.Context.CreateFrameBuffer(size);
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var sheet = new Sheet(SheetType.BGRA, framebuffer.Texture);
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mappedBuffers.Add(sheet, framebuffer);
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return sheet;
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}
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public void Dispose()
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{
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foreach (var kvp in mappedBuffers.Concat(unmappedBuffers))
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{
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kvp.Key.Dispose();
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kvp.Value.Dispose();
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}
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mappedBuffers.Clear();
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unmappedBuffers.Clear();
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}
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}
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}
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@@ -104,6 +104,13 @@ namespace OpenRA
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string GLVersion { get; }
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}
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public interface IRenderer
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{
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void BeginFrame();
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void EndFrame();
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void SetPalette(ITexture palette);
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}
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public interface IVertexBuffer<T> : IDisposable where T : struct
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{
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void Bind();
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@@ -313,249 +313,5 @@ namespace OpenRA.Graphics
|
||||
(int)((byte)(t * a2 * c2.G + 0.5f) + (1 - t) * (byte)(a1 * c1.G + 0.5f)),
|
||||
(int)((byte)(t * a2 * c2.B + 0.5f) + (1 - t) * (byte)(a1 * c1.B + 0.5f))));
|
||||
}
|
||||
|
||||
public static float[] IdentityMatrix()
|
||||
{
|
||||
return new float[]
|
||||
{
|
||||
1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1,
|
||||
};
|
||||
}
|
||||
|
||||
public static float[] ScaleMatrix(float sx, float sy, float sz)
|
||||
{
|
||||
return new float[]
|
||||
{
|
||||
sx, 0, 0, 0,
|
||||
0, sy, 0, 0,
|
||||
0, 0, sz, 0,
|
||||
0, 0, 0, 1,
|
||||
};
|
||||
}
|
||||
|
||||
public static float[] TranslationMatrix(float x, float y, float z)
|
||||
{
|
||||
return new float[]
|
||||
{
|
||||
1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
x, y, z, 1,
|
||||
};
|
||||
}
|
||||
|
||||
public static float[] MatrixMultiply(float[] lhs, float[] rhs)
|
||||
{
|
||||
var mtx = new float[16];
|
||||
for (var i = 0; i < 4; i++)
|
||||
for (var j = 0; j < 4; j++)
|
||||
{
|
||||
mtx[4 * i + j] = 0;
|
||||
for (var k = 0; k < 4; k++)
|
||||
mtx[4 * i + j] += lhs[4 * k + j] * rhs[4 * i + k];
|
||||
}
|
||||
|
||||
return mtx;
|
||||
}
|
||||
|
||||
public static float[] MatrixVectorMultiply(float[] mtx, float[] vec)
|
||||
{
|
||||
var ret = new float[4];
|
||||
for (var j = 0; j < 4; j++)
|
||||
{
|
||||
ret[j] = 0;
|
||||
for (var k = 0; k < 4; k++)
|
||||
ret[j] += mtx[4 * k + j] * vec[k];
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static float[] MatrixInverse(float[] m)
|
||||
{
|
||||
var mtx = new float[16];
|
||||
|
||||
mtx[0] = m[5] * m[10] * m[15] -
|
||||
m[5] * m[11] * m[14] -
|
||||
m[9] * m[6] * m[15] +
|
||||
m[9] * m[7] * m[14] +
|
||||
m[13] * m[6] * m[11] -
|
||||
m[13] * m[7] * m[10];
|
||||
|
||||
mtx[4] = -m[4] * m[10] * m[15] +
|
||||
m[4] * m[11] * m[14] +
|
||||
m[8] * m[6] * m[15] -
|
||||
m[8] * m[7] * m[14] -
|
||||
m[12] * m[6] * m[11] +
|
||||
m[12] * m[7] * m[10];
|
||||
|
||||
mtx[8] = m[4] * m[9] * m[15] -
|
||||
m[4] * m[11] * m[13] -
|
||||
m[8] * m[5] * m[15] +
|
||||
m[8] * m[7] * m[13] +
|
||||
m[12] * m[5] * m[11] -
|
||||
m[12] * m[7] * m[9];
|
||||
|
||||
mtx[12] = -m[4] * m[9] * m[14] +
|
||||
m[4] * m[10] * m[13] +
|
||||
m[8] * m[5] * m[14] -
|
||||
m[8] * m[6] * m[13] -
|
||||
m[12] * m[5] * m[10] +
|
||||
m[12] * m[6] * m[9];
|
||||
|
||||
mtx[1] = -m[1] * m[10] * m[15] +
|
||||
m[1] * m[11] * m[14] +
|
||||
m[9] * m[2] * m[15] -
|
||||
m[9] * m[3] * m[14] -
|
||||
m[13] * m[2] * m[11] +
|
||||
m[13] * m[3] * m[10];
|
||||
|
||||
mtx[5] = m[0] * m[10] * m[15] -
|
||||
m[0] * m[11] * m[14] -
|
||||
m[8] * m[2] * m[15] +
|
||||
m[8] * m[3] * m[14] +
|
||||
m[12] * m[2] * m[11] -
|
||||
m[12] * m[3] * m[10];
|
||||
|
||||
mtx[9] = -m[0] * m[9] * m[15] +
|
||||
m[0] * m[11] * m[13] +
|
||||
m[8] * m[1] * m[15] -
|
||||
m[8] * m[3] * m[13] -
|
||||
m[12] * m[1] * m[11] +
|
||||
m[12] * m[3] * m[9];
|
||||
|
||||
mtx[13] = m[0] * m[9] * m[14] -
|
||||
m[0] * m[10] * m[13] -
|
||||
m[8] * m[1] * m[14] +
|
||||
m[8] * m[2] * m[13] +
|
||||
m[12] * m[1] * m[10] -
|
||||
m[12] * m[2] * m[9];
|
||||
|
||||
mtx[2] = m[1] * m[6] * m[15] -
|
||||
m[1] * m[7] * m[14] -
|
||||
m[5] * m[2] * m[15] +
|
||||
m[5] * m[3] * m[14] +
|
||||
m[13] * m[2] * m[7] -
|
||||
m[13] * m[3] * m[6];
|
||||
|
||||
mtx[6] = -m[0] * m[6] * m[15] +
|
||||
m[0] * m[7] * m[14] +
|
||||
m[4] * m[2] * m[15] -
|
||||
m[4] * m[3] * m[14] -
|
||||
m[12] * m[2] * m[7] +
|
||||
m[12] * m[3] * m[6];
|
||||
|
||||
mtx[10] = m[0] * m[5] * m[15] -
|
||||
m[0] * m[7] * m[13] -
|
||||
m[4] * m[1] * m[15] +
|
||||
m[4] * m[3] * m[13] +
|
||||
m[12] * m[1] * m[7] -
|
||||
m[12] * m[3] * m[5];
|
||||
|
||||
mtx[14] = -m[0] * m[5] * m[14] +
|
||||
m[0] * m[6] * m[13] +
|
||||
m[4] * m[1] * m[14] -
|
||||
m[4] * m[2] * m[13] -
|
||||
m[12] * m[1] * m[6] +
|
||||
m[12] * m[2] * m[5];
|
||||
|
||||
mtx[3] = -m[1] * m[6] * m[11] +
|
||||
m[1] * m[7] * m[10] +
|
||||
m[5] * m[2] * m[11] -
|
||||
m[5] * m[3] * m[10] -
|
||||
m[9] * m[2] * m[7] +
|
||||
m[9] * m[3] * m[6];
|
||||
|
||||
mtx[7] = m[0] * m[6] * m[11] -
|
||||
m[0] * m[7] * m[10] -
|
||||
m[4] * m[2] * m[11] +
|
||||
m[4] * m[3] * m[10] +
|
||||
m[8] * m[2] * m[7] -
|
||||
m[8] * m[3] * m[6];
|
||||
|
||||
mtx[11] = -m[0] * m[5] * m[11] +
|
||||
m[0] * m[7] * m[9] +
|
||||
m[4] * m[1] * m[11] -
|
||||
m[4] * m[3] * m[9] -
|
||||
m[8] * m[1] * m[7] +
|
||||
m[8] * m[3] * m[5];
|
||||
|
||||
mtx[15] = m[0] * m[5] * m[10] -
|
||||
m[0] * m[6] * m[9] -
|
||||
m[4] * m[1] * m[10] +
|
||||
m[4] * m[2] * m[9] +
|
||||
m[8] * m[1] * m[6] -
|
||||
m[8] * m[2] * m[5];
|
||||
|
||||
var det = m[0] * mtx[0] + m[1] * mtx[4] + m[2] * mtx[8] + m[3] * mtx[12];
|
||||
if (det == 0)
|
||||
return null;
|
||||
|
||||
for (var i = 0; i < 16; i++)
|
||||
mtx[i] *= 1 / det;
|
||||
|
||||
return mtx;
|
||||
}
|
||||
|
||||
public static float[] MakeFloatMatrix(Int32Matrix4x4 imtx)
|
||||
{
|
||||
var multipler = 1f / imtx.M44;
|
||||
return new[]
|
||||
{
|
||||
imtx.M11 * multipler,
|
||||
imtx.M12 * multipler,
|
||||
imtx.M13 * multipler,
|
||||
imtx.M14 * multipler,
|
||||
|
||||
imtx.M21 * multipler,
|
||||
imtx.M22 * multipler,
|
||||
imtx.M23 * multipler,
|
||||
imtx.M24 * multipler,
|
||||
|
||||
imtx.M31 * multipler,
|
||||
imtx.M32 * multipler,
|
||||
imtx.M33 * multipler,
|
||||
imtx.M34 * multipler,
|
||||
|
||||
imtx.M41 * multipler,
|
||||
imtx.M42 * multipler,
|
||||
imtx.M43 * multipler,
|
||||
imtx.M44 * multipler,
|
||||
};
|
||||
}
|
||||
|
||||
public static float[] MatrixAABBMultiply(float[] mtx, float[] bounds)
|
||||
{
|
||||
// Corner offsets
|
||||
var ix = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
|
||||
var iy = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
|
||||
var iz = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
|
||||
|
||||
// Vectors to opposing corner
|
||||
var ret = new[]
|
||||
{
|
||||
float.MaxValue, float.MaxValue, float.MaxValue,
|
||||
float.MinValue, float.MinValue, float.MinValue
|
||||
};
|
||||
|
||||
// Transform vectors and find new bounding box
|
||||
for (var i = 0; i < 8; i++)
|
||||
{
|
||||
var vec = new[] { bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1 };
|
||||
var tvec = MatrixVectorMultiply(mtx, vec);
|
||||
|
||||
ret[0] = Math.Min(ret[0], tvec[0] / tvec[3]);
|
||||
ret[1] = Math.Min(ret[1], tvec[1] / tvec[3]);
|
||||
ret[2] = Math.Min(ret[2], tvec[2] / tvec[3]);
|
||||
ret[3] = Math.Max(ret[3], tvec[0] / tvec[3]);
|
||||
ret[4] = Math.Max(ret[4], tvec[1] / tvec[3]);
|
||||
ret[5] = Math.Max(ret[5], tvec[2] / tvec[3]);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,6 +44,7 @@ namespace OpenRA.Graphics
|
||||
readonly List<IFinalizedRenderable> preparedAnnotationRenderables = new();
|
||||
|
||||
readonly List<IRenderable> renderablesBuffer = new();
|
||||
readonly IRenderer[] renderers;
|
||||
|
||||
internal WorldRenderer(ModData modData, World world)
|
||||
{
|
||||
@@ -66,11 +67,24 @@ namespace OpenRA.Graphics
|
||||
palette.Initialize();
|
||||
|
||||
TerrainLighting = world.WorldActor.TraitOrDefault<ITerrainLighting>();
|
||||
renderers = world.WorldActor.TraitsImplementing<IRenderer>().ToArray();
|
||||
terrainRenderer = world.WorldActor.TraitOrDefault<IRenderTerrain>();
|
||||
|
||||
debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
|
||||
}
|
||||
|
||||
public void BeginFrame()
|
||||
{
|
||||
foreach (var r in renderers)
|
||||
r.BeginFrame();
|
||||
}
|
||||
|
||||
public void EndFrame()
|
||||
{
|
||||
foreach (var r in renderers)
|
||||
r.EndFrame();
|
||||
}
|
||||
|
||||
public void UpdatePalettesForPlayer(string internalName, Color color, bool replaceExisting)
|
||||
{
|
||||
foreach (var pal in World.WorldActor.TraitsImplementing<ILoadsPlayerPalettes>())
|
||||
|
||||
Reference in New Issue
Block a user