Introduce Renderer.WorldBufferSnapshot().
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@@ -46,7 +46,6 @@ 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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@@ -75,8 +74,6 @@ namespace OpenRA.Graphics
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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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@@ -323,18 +320,13 @@ namespace OpenRA.Graphics
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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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Game.Renderer.Flush();
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pass.Draw(this, postProcessTexture);
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pass.Draw(this);
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}
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}
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@@ -47,6 +47,7 @@ namespace OpenRA
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readonly IVertexBuffer<Vertex> tempVertexBuffer;
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readonly IIndexBuffer quadIndexBuffer;
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readonly Stack<Rectangle> scissorState = new();
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readonly ITexture worldBufferSnapshot;
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IFrameBuffer screenBuffer;
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Sprite screenSprite;
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@@ -60,6 +61,15 @@ namespace OpenRA
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public Size WorldFrameBufferSize => worldSheet.Size;
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public int WorldDownscaleFactor { get; private set; } = 1;
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/// <summary>
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/// Copies and returns the currently rendered world state as a temporary texture.
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/// </summary>
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public ITexture WorldBufferSnapshot()
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{
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worldBufferSnapshot.SetDataFromReadBuffer(new Rectangle(int2.Zero, worldSheet.Size));
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return worldBufferSnapshot;
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}
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SheetBuilder fontSheetBuilder;
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readonly IPlatform platform;
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@@ -98,6 +108,7 @@ namespace OpenRA
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tempVertexBuffer = Context.CreateVertexBuffer<Vertex>(TempVertexBufferSize);
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quadIndexBuffer = Context.CreateIndexBuffer(Util.CreateQuadIndices(TempIndexBufferSize / 6));
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worldBufferSnapshot = Context.CreateTexture();
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}
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static Size GetResolution(GraphicSettings graphicsSettings)
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@@ -525,6 +536,7 @@ namespace OpenRA
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{
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worldBuffer.Dispose();
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screenBuffer.Dispose();
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worldBufferSnapshot.Dispose();
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tempVertexBuffer.Dispose();
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quadIndexBuffer.Dispose();
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fontSheetBuilder?.Dispose();
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@@ -467,7 +467,7 @@ namespace OpenRA.Traits
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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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void Draw(WorldRenderer wr);
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}
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[Flags]
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@@ -84,7 +84,7 @@ namespace OpenRA.Mods.Cnc.Traits
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PostProcessPassType IRenderPostProcessPass.Type => PostProcessPassType.AfterWorld;
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bool IRenderPostProcessPass.Enabled => vortices.Count > 0;
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void IRenderPostProcessPass.Draw(WorldRenderer wr, ITexture worldTexture)
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void IRenderPostProcessPass.Draw(WorldRenderer wr)
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{
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var scroll = wr.Viewport.TopLeft;
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var size = renderer.WorldFrameBufferSize;
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@@ -94,7 +94,7 @@ namespace OpenRA.Mods.Cnc.Traits
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shader.SetVec("Scroll", scroll.X, scroll.Y);
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shader.SetVec("p1", width, height);
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shader.SetVec("p2", -1, -1);
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shader.SetTexture("WorldTexture", worldTexture);
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shader.SetTexture("WorldTexture", Game.Renderer.WorldBufferSnapshot());
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shader.SetTexture("VortexTexture", vortexSheet.GetTexture());
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shader.PrepareRender();
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foreach (var (pos, frame) in vortices)
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@@ -42,9 +42,9 @@ namespace OpenRA.Mods.Common.Traits
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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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void IRenderPostProcessPass.Draw(WorldRenderer wr)
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{
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shader.SetTexture("WorldTexture", worldTexture);
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shader.SetTexture("WorldTexture", Game.Renderer.WorldBufferSnapshot());
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PrepareRender(wr, shader);
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shader.PrepareRender();
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renderer.DrawBatch(buffer, shader, 0, 6, PrimitiveType.TriangleList);
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