Redirect IShader calls via respective *Renderers.

This commit is contained in:
Paul Chote
2013-03-04 20:40:23 +13:00
parent 21e8e3a78d
commit 8a53819f50
4 changed files with 35 additions and 42 deletions

View File

@@ -77,5 +77,12 @@ namespace OpenRA.Graphics
for (float y = r.Top; y < r.Bottom; y++) for (float y = r.Top; y < r.Bottom; y++)
DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color); DrawLine(new float2(r.Left, y), new float2(r.Right, y), color, color);
} }
public void SetShaderParams(ITexture palette, Size screen, float zoom, float2 scroll)
{
shader.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
shader.SetVec("r1", zoom*2f/screen.Width, -zoom*2f/screen.Height);
shader.SetVec("r2", -1, 1);
}
} }
} }

View File

@@ -26,11 +26,6 @@ namespace OpenRA.Graphics
internal static int SheetSize; internal static int SheetSize;
internal static int TempBufferSize; internal static int TempBufferSize;
internal static int TempBufferCount; internal static int TempBufferCount;
internal IShader WorldSpriteShader { get; private set; }
internal IShader WorldLineShader { get; private set; }
internal IShader LineShader { get; private set; }
internal IShader RgbaSpriteShader { get; private set; }
internal IShader SpriteShader { get; private set; }
public SpriteRenderer WorldSpriteRenderer { get; private set; } public SpriteRenderer WorldSpriteRenderer { get; private set; }
public LineRenderer WorldLineRenderer { get; private set; } public LineRenderer WorldLineRenderer { get; private set; }
@@ -50,17 +45,11 @@ namespace OpenRA.Graphics
TempBufferCount = Game.Settings.Graphics.NumTempBuffers; TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
SheetSize = Game.Settings.Graphics.SheetSize; SheetSize = Game.Settings.Graphics.SheetSize;
WorldSpriteShader = device.CreateShader("shp"); WorldSpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
WorldLineShader = device.CreateShader("line"); WorldLineRenderer = new LineRenderer(this, device.CreateShader("line"));
LineShader = device.CreateShader("line"); LineRenderer = new LineRenderer(this, device.CreateShader("line"));
RgbaSpriteShader = device.CreateShader("rgba"); RgbaSpriteRenderer = new SpriteRenderer(this, device.CreateShader("rgba"));
SpriteShader = device.CreateShader("shp"); SpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
WorldSpriteRenderer = new SpriteRenderer(this, WorldSpriteShader);
WorldLineRenderer = new LineRenderer(this, WorldLineShader);
LineRenderer = new LineRenderer(this, LineShader);
RgbaSpriteRenderer = new SpriteRenderer(this, RgbaSpriteShader);
SpriteRenderer = new SpriteRenderer(this, SpriteShader);
for (int i = 0; i < TempBufferCount; i++) for (int i = 0; i < TempBufferCount; i++)
tempBuffers.Enqueue(device.CreateVertexBuffer(TempBufferSize)); tempBuffers.Enqueue(device.CreateVertexBuffer(TempBufferSize));
@@ -76,23 +65,11 @@ namespace OpenRA.Graphics
public void BeginFrame(float2 scroll, float zoom) public void BeginFrame(float2 scroll, float zoom)
{ {
device.Clear(); device.Clear();
float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height); WorldSpriteRenderer.SetShaderParams(PaletteTexture, Resolution, zoom, scroll);
float2 r2 = new float2(-1, 1); WorldLineRenderer.SetShaderParams(PaletteTexture, Resolution, zoom, scroll);
var zr1 = zoom*r1; SpriteRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
LineRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
SetShaderParams(WorldSpriteShader, zr1, r2, scroll); RgbaSpriteRenderer.SetShaderParams(PaletteTexture, Resolution, 1f, float2.Zero);
SetShaderParams(WorldLineShader, zr1, r2, scroll);
SetShaderParams(LineShader, r1, r2, float2.Zero);
SetShaderParams(RgbaSpriteShader, r1, r2, float2.Zero);
SetShaderParams(SpriteShader, r1, r2, float2.Zero);
}
void SetShaderParams(IShader s, float2 r1, float2 r2, float2 scroll)
{
s.SetTexture("Palette", PaletteTexture);
s.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
s.SetVec("r1", r1.X, r1.Y);
s.SetVec("r2", r2.X, r2.Y);
} }
public void EndFrame(IInputHandler inputHandler) public void EndFrame(IInputHandler inputHandler)

View File

@@ -8,6 +8,7 @@
*/ */
#endregion #endregion
using System.Drawing;
using OpenRA.FileFormats.Graphics; using OpenRA.FileFormats.Graphics;
namespace OpenRA.Graphics namespace OpenRA.Graphics
@@ -27,9 +28,6 @@ namespace OpenRA.Graphics
this.shader = shader; this.shader = shader;
} }
public SpriteRenderer(Renderer renderer)
: this(renderer, renderer.SpriteShader) { }
public void Flush() public void Flush()
{ {
if (nv > 0) if (nv > 0)
@@ -72,7 +70,6 @@ namespace OpenRA.Graphics
nv += 4; nv += 4;
} }
// For RGBASpriteRenderer, which doesn't use palettes // For RGBASpriteRenderer, which doesn't use palettes
public void DrawSprite(Sprite s, float2 location) public void DrawSprite(Sprite s, float2 location)
{ {
@@ -83,5 +80,19 @@ namespace OpenRA.Graphics
{ {
DrawSprite(s, location, 0, size); DrawSprite(s, location, 0, size);
} }
public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
{
shader.SetTexture("DiffuseTexture", sheet.Texture);
shader.Render(() => renderer.DrawBatch(buffer, start, length, type));
}
public void SetShaderParams(ITexture palette, Size screen, float zoom, float2 scroll)
{
shader.SetTexture("Palette", palette);
shader.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
shader.SetVec("r1", zoom*2f/screen.Width, -zoom*2f/screen.Height);
shader.SetVec("r2", -1, 1);
}
} }
} }

View File

@@ -84,11 +84,9 @@ namespace OpenRA.Graphics
if( lastRow < firstRow ) lastRow = firstRow; if( lastRow < firstRow ) lastRow = firstRow;
Game.Renderer.WorldSpriteShader.SetTexture("DiffuseTexture", terrainSheet.Texture); Game.Renderer.WorldSpriteRenderer.DrawVertexBuffer(
Game.Renderer.WorldSpriteShader.Render(() => vertexBuffer, verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
Game.Renderer.DrawBatch(vertexBuffer, PrimitiveType.QuadList, terrainSheet);
verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
PrimitiveType.QuadList));
foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>()) foreach (var r in world.WorldActor.TraitsImplementing<IRenderOverlay>())
r.Render( wr ); r.Render( wr );