Clean up style of files affected by the last commit.

This commit is contained in:
RoosterDragon
2014-10-20 22:15:32 +01:00
committed by RoosterDragon
parent f0f02dff5c
commit 9cbac2d5e1
18 changed files with 205 additions and 220 deletions

View File

@@ -34,31 +34,28 @@ namespace OpenRA.Graphics
public sealed class VoxelRenderer : IDisposable
{
Renderer renderer;
IShader shader;
// Static constants
static readonly float[] ShadowDiffuse = new float[] { 0, 0, 0 };
static readonly float[] ShadowAmbient = new float[] { 1, 1, 1 };
static readonly float2 SpritePadding = new float2(2, 2);
static readonly float[] ZeroVector = new float[] { 0, 0, 0, 1 };
static readonly float[] ZVector = new float[] { 0, 0, 1, 1 };
static readonly float[] FlipMtx = Util.ScaleMatrix(1, -1, 1);
static readonly float[] ShadowScaleFlipMtx = Util.ScaleMatrix(2, -2, 2);
readonly Renderer renderer;
readonly IShader shader;
readonly Dictionary<Sheet, IFrameBuffer> mappedBuffers = new Dictionary<Sheet, IFrameBuffer>();
readonly Stack<KeyValuePair<Sheet, IFrameBuffer>> unmappedBuffers = new Stack<KeyValuePair<Sheet, IFrameBuffer>>();
readonly List<Pair<Sheet, Action>> doRender = new List<Pair<Sheet, Action>>();
SheetBuilder sheetBuilder;
Dictionary<Sheet, IFrameBuffer> mappedBuffers;
Stack<KeyValuePair<Sheet, IFrameBuffer>> unmappedBuffers;
List<Pair<Sheet, Action>> doRender;
// Static constants
static readonly float[] shadowDiffuse = new float[] {0,0,0};
static readonly float[] shadowAmbient = new float[] {1,1,1};
static readonly float2 spritePadding = new float2(2, 2);
static readonly float[] zeroVector = new float[] {0,0,0,1};
static readonly float[] zVector = new float[] {0,0,1,1};
static readonly float[] flipMtx = Util.ScaleMatrix(1, -1, 1);
static readonly float[] shadowScaleFlipMtx = Util.ScaleMatrix(2, -2, 2);
public VoxelRenderer(Renderer renderer, IShader shader)
{
this.renderer = renderer;
this.shader = shader;
mappedBuffers = new Dictionary<Sheet, IFrameBuffer>();
unmappedBuffers = new Stack<KeyValuePair<Sheet, IFrameBuffer>>();
doRender = new List<Pair<Sheet, Action>>();
}
public void SetPalette(ITexture palette)
@@ -73,7 +70,7 @@ namespace OpenRA.Graphics
{
a, 0, 0, 0,
0, -a, 0, 0,
0, 0, -2*a, 0,
0, 0, -2 * a, 0,
-1, 1, 0, 1
};
@@ -111,7 +108,7 @@ namespace OpenRA.Graphics
var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
var worldTransform = v.RotationFunc().Aggregate(Util.IdentityMatrix(),
(x,y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform);
worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
@@ -128,18 +125,18 @@ namespace OpenRA.Graphics
}
// Inflate rects to ensure rendering is within bounds
tl -= spritePadding;
br += spritePadding;
stl -= spritePadding;
sbr += spritePadding;
tl -= SpritePadding;
br += SpritePadding;
stl -= SpritePadding;
sbr += SpritePadding;
// Corners of the shadow quad, in shadow-space
var corners = new float[][]
{
new float[] {stl.X, stl.Y, 0, 1},
new float[] {sbr.X, sbr.Y, 0, 1},
new float[] {sbr.X, stl.Y, 0, 1},
new float[] {stl.X, sbr.Y, 0, 1}
new[] { stl.X, stl.Y, 0, 1 },
new[] { sbr.X, sbr.Y, 0, 1 },
new[] { sbr.X, stl.Y, 0, 1 },
new[] { stl.X, sbr.Y, 0, 1 }
};
var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform);
@@ -148,8 +145,8 @@ namespace OpenRA.Graphics
for (var j = 0; j < 4; j++)
{
// Project to ground plane
corners[j][2] = -(corners[j][1]*shadowGroundNormal[1]/shadowGroundNormal[2] +
corners[j][0]*shadowGroundNormal[0]/shadowGroundNormal[2]);
corners[j][2] = -(corners[j][1] * shadowGroundNormal[1] / shadowGroundNormal[2] +
corners[j][0] * shadowGroundNormal[0] / shadowGroundNormal[2]);
// Rotate to camera-space
corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]);
@@ -171,8 +168,8 @@ namespace OpenRA.Graphics
var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0);
var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0);
var correctionTransform = Util.MatrixMultiply(translateMtx, flipMtx);
var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, shadowScaleFlipMtx);
var correctionTransform = Util.MatrixMultiply(translateMtx, FlipMtx);
var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, ShadowScaleFlipMtx);
doRender.Add(Pair.New<Sheet, Action>(sprite.sheet, () =>
{
@@ -183,7 +180,7 @@ namespace OpenRA.Graphics
var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
var rotations = v.RotationFunc().Aggregate(Util.IdentityMatrix(),
(x,y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
var worldTransform = Util.MatrixMultiply(scaleTransform, rotations);
worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
@@ -209,21 +206,21 @@ namespace OpenRA.Graphics
// Disable shadow normals by forcing zero diffuse and identity ambient light
Render(rd, Util.MatrixMultiply(shadow, t), lightDirection,
shadowAmbient, shadowDiffuse, shadowPalette.Index, normals.Index);
ShadowAmbient, ShadowDiffuse, shadowPalette.Index, normals.Index);
}
}
}));
var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, zVector);
var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, ZVector);
screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector);
return new VoxelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2]/screenLightVector[1]);
return new VoxelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1]);
}
static void CalculateSpriteGeometry(float2 tl, float2 br, float scale, out Size size, out int2 offset)
{
var width = (int)(scale*(br.X - tl.X));
var height = (int)(scale*(br.Y - tl.Y));
offset = (0.5f*scale*(br + tl)).ToInt2();
var width = (int)(scale * (br.X - tl.X));
var height = (int)(scale * (br.Y - tl.Y));
offset = (0.5f * scale * (br + tl)).ToInt2();
// Width and height must be even to avoid rendering glitches
if ((width & 1) == 1)
@@ -236,14 +233,14 @@ namespace OpenRA.Graphics
static float[] ExtractRotationVector(float[] mtx)
{
var tVec = Util.MatrixVectorMultiply(mtx, zVector);
var tOrigin = Util.MatrixVectorMultiply(mtx, zeroVector);
tVec[0] -= tOrigin[0]*tVec[3]/tOrigin[3];
tVec[1] -= tOrigin[1]*tVec[3]/tOrigin[3];
tVec[2] -= tOrigin[2]*tVec[3]/tOrigin[3];
var tVec = Util.MatrixVectorMultiply(mtx, ZVector);
var tOrigin = Util.MatrixVectorMultiply(mtx, ZeroVector);
tVec[0] -= tOrigin[0] * tVec[3] / tOrigin[3];
tVec[1] -= tOrigin[1] * tVec[3] / tOrigin[3];
tVec[2] -= tOrigin[2] * tVec[3] / tOrigin[3];
// Renormalize
var w = (float)Math.Sqrt(tVec[0]*tVec[0] + tVec[1]*tVec[1] + tVec[2]*tVec[2]);
var w = (float)Math.Sqrt(tVec[0] * tVec[0] + tVec[1] * tVec[1] + tVec[2] * tVec[2]);
tVec[0] /= w;
tVec[1] /= w;
tVec[2] /= w;