Remove requirement for depth sprites to share color sheet.
This commit is contained in:
@@ -50,13 +50,15 @@ namespace OpenRA.Graphics
|
||||
|
||||
public class SpriteWithSecondaryData : Sprite
|
||||
{
|
||||
public readonly Sheet SecondarySheet;
|
||||
public readonly Rectangle SecondaryBounds;
|
||||
public readonly TextureChannel SecondaryChannel;
|
||||
public readonly float SecondaryTop, SecondaryLeft, SecondaryBottom, SecondaryRight;
|
||||
|
||||
public SpriteWithSecondaryData(Sprite s, Rectangle secondaryBounds, TextureChannel secondaryChannel)
|
||||
public SpriteWithSecondaryData(Sprite s, Sheet secondarySheet, Rectangle secondaryBounds, TextureChannel secondaryChannel)
|
||||
: base(s.Sheet, s.Bounds, s.ZRamp, s.Offset, s.Channel, s.BlendMode)
|
||||
{
|
||||
SecondarySheet = secondarySheet;
|
||||
SecondaryBounds = secondaryBounds;
|
||||
SecondaryChannel = secondaryChannel;
|
||||
SecondaryLeft = (float)Math.Min(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
|
||||
|
||||
@@ -111,23 +111,6 @@ namespace OpenRA.Graphics
|
||||
return sprite;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Returns all instances of sets of sprites with the given filename</summary>
|
||||
public IEnumerable<Sprite[]> AllCached(string filename)
|
||||
{
|
||||
return sprites.GetOrAdd(filename);
|
||||
}
|
||||
|
||||
/// <summary>Loads and caches a new instance of sprites with the given filename</summary>
|
||||
public Sprite[] Reload(string filename)
|
||||
{
|
||||
var sprite = FrameLoader.GetFrames(fileSystem, filename, loaders)
|
||||
.Select(a => SheetBuilder.Add(a))
|
||||
.ToArray();
|
||||
|
||||
sprites.GetOrAdd(filename).Add(sprite);
|
||||
return sprite;
|
||||
}
|
||||
}
|
||||
|
||||
public class FrameCache
|
||||
|
||||
@@ -62,26 +62,46 @@ namespace OpenRA.Graphics
|
||||
|
||||
currentBlend = s.BlendMode;
|
||||
|
||||
// Check if the sheet (or secondary data sheet) have already been mapped
|
||||
var sheet = s.Sheet;
|
||||
var sheetIndex = 0;
|
||||
for (; sheetIndex < ns; sheetIndex++)
|
||||
if (sheets[sheetIndex] == sheet)
|
||||
break;
|
||||
|
||||
if (sheetIndex == ns)
|
||||
var secondarySheetIndex = 0;
|
||||
var ss = s as SpriteWithSecondaryData;
|
||||
if (ss != null)
|
||||
{
|
||||
if (sheetIndex == sheets.Length)
|
||||
var secondarySheet = ss.SecondarySheet;
|
||||
for (; secondarySheetIndex < ns; secondarySheetIndex++)
|
||||
if (sheets[secondarySheetIndex] == secondarySheet)
|
||||
break;
|
||||
}
|
||||
|
||||
// Make sure that we have enough free samplers to map both if needed, otherwise flush
|
||||
var needSamplers = (sheetIndex == ns ? 1 : 0) + (secondarySheetIndex == ns ? 1 : 0);
|
||||
if (ns + needSamplers >= sheets.Length)
|
||||
{
|
||||
Flush();
|
||||
sheetIndex = 0;
|
||||
if (ss != null)
|
||||
secondarySheetIndex = 1;
|
||||
}
|
||||
|
||||
if (sheetIndex >= ns)
|
||||
{
|
||||
sheets[sheetIndex] = sheet;
|
||||
ns += 1;
|
||||
}
|
||||
|
||||
// TODO: Add support for secondary channels on different sheets
|
||||
return new int2(sheetIndex, sheetIndex);
|
||||
if (secondarySheetIndex >= ns && ss != null)
|
||||
{
|
||||
sheets[secondarySheetIndex] = ss.SecondarySheet;
|
||||
ns += 1;
|
||||
}
|
||||
|
||||
return new int2(sheetIndex, secondarySheetIndex);
|
||||
}
|
||||
|
||||
internal void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace OpenRA.Graphics
|
||||
|
||||
// s and ss are guaranteed to use the same sheet
|
||||
// because of the custom terrain sheet allocation
|
||||
s = new SpriteWithSecondaryData(s, ss.Bounds, ss.Channel);
|
||||
s = new SpriteWithSecondaryData(s, s.Sheet, ss.Bounds, ss.Channel);
|
||||
}
|
||||
|
||||
return s;
|
||||
|
||||
@@ -268,38 +268,21 @@ namespace OpenRA.Mods.Common.Graphics
|
||||
{
|
||||
var depthSpriteFrame = LoadField(d, "DepthSpriteFrame", 0);
|
||||
var depthOffset = LoadField(d, "DepthSpriteOffset", float2.Zero);
|
||||
var depthSprites = cache.AllCached(depthSprite)
|
||||
.Select(s => s[depthSpriteFrame]);
|
||||
Func<int, IEnumerable<int>> getDepthFrame = _ => new int[] { depthSpriteFrame };
|
||||
var ds = cache[depthSprite, getDepthFrame][depthSpriteFrame];
|
||||
|
||||
sprites = sprites.Select(s =>
|
||||
{
|
||||
if (s == null)
|
||||
return null;
|
||||
|
||||
// The depth sprite must live on the same sheet as the main sprite
|
||||
var ds = depthSprites.FirstOrDefault(dss => dss.Sheet == s.Sheet);
|
||||
if (ds == null)
|
||||
{
|
||||
// The sequence has probably overflowed onto a new sheet.
|
||||
// Allocating a new depth sprite on this sheet will almost certainly work
|
||||
ds = cache.Reload(depthSprite)[depthSpriteFrame];
|
||||
depthSprites = cache.AllCached(depthSprite)
|
||||
.Select(ss => ss[depthSpriteFrame]);
|
||||
|
||||
// If that doesn't work then we may be referencing a cached sprite from an earlier sheet
|
||||
// TODO: We could try and reallocate the main sprite, but that requires more complicated code and a perf hit
|
||||
// We'll only cross that bridge if this becomes a problem in reality
|
||||
if (ds.Sheet != s.Sheet)
|
||||
throw new SheetOverflowException("Cross-sheet depth sprite reference: {0}.{1}: {2}");
|
||||
}
|
||||
|
||||
var cw = (ds.Bounds.Left + ds.Bounds.Right) / 2 + (int)(s.Offset.X + depthOffset.X);
|
||||
var ch = (ds.Bounds.Top + ds.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthOffset.Y);
|
||||
var w = s.Bounds.Width / 2;
|
||||
var h = s.Bounds.Height / 2;
|
||||
|
||||
var r = Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h);
|
||||
return new SpriteWithSecondaryData(s, r, ds.Channel);
|
||||
return new SpriteWithSecondaryData(s, ds.Sheet, r, ds.Channel);
|
||||
}).ToArray();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user