Add core voxel rendering code.
This commit is contained in:
@@ -30,6 +30,7 @@ namespace OpenRA.Graphics
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public SpriteRenderer WorldSpriteRenderer { get; private set; }
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public QuadRenderer WorldQuadRenderer { get; private set; }
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public LineRenderer WorldLineRenderer { get; private set; }
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public VoxelRenderer WorldVoxelRenderer { get; private set; }
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public LineRenderer LineRenderer { get; private set; }
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public SpriteRenderer RgbaSpriteRenderer { get; private set; }
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public SpriteRenderer SpriteRenderer { get; private set; }
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@@ -46,6 +47,7 @@ namespace OpenRA.Graphics
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WorldSpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
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WorldLineRenderer = new LineRenderer(this, device.CreateShader("line"));
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WorldVoxelRenderer = new VoxelRenderer(this, device.CreateShader("vxl"), device.CreateShader("vxlshadow"));
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LineRenderer = new LineRenderer(this, device.CreateShader("line"));
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WorldQuadRenderer = new QuadRenderer(this, device.CreateShader("line"));
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RgbaSpriteRenderer = new SpriteRenderer(this, device.CreateShader("rgba"));
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@@ -71,6 +73,7 @@ namespace OpenRA.Graphics
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WorldLineRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldQuadRenderer.SetViewportParams(Resolution, zoom, scroll);
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LineRenderer.SetViewportParams(Resolution, 1f, float2.Zero);
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WorldVoxelRenderer.SetViewportParams(Resolution, zoom, scroll);
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}
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ITexture currentPaletteTexture;
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@@ -85,6 +88,7 @@ namespace OpenRA.Graphics
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RgbaSpriteRenderer.SetPalette(currentPaletteTexture);
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SpriteRenderer.SetPalette(currentPaletteTexture);
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WorldSpriteRenderer.SetPalette(currentPaletteTexture);
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WorldVoxelRenderer.SetPalette(currentPaletteTexture);
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}
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public void EndFrame(IInputHandler inputHandler)
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161
OpenRA.Game/Graphics/Voxel.cs
Normal file
161
OpenRA.Game/Graphics/Voxel.cs
Normal file
@@ -0,0 +1,161 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* 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.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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struct Limb
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{
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public float Scale;
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public float[] Bounds;
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public byte[] Size;
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public VoxelRenderData RenderData;
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}
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public class Voxel
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{
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Limb[] limbs;
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HvaReader hva;
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VoxelLoader loader;
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float[][] transform, lightDirection, groundNormal;
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float[] groundZ;
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public Voxel(VoxelLoader loader, VxlReader vxl, HvaReader hva)
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{
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this.hva = hva;
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this.loader = loader;
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limbs = new Limb[vxl.LimbCount];
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for (var i = 0; i < vxl.LimbCount; i++)
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{
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var vl = vxl.Limbs[i];
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var l = new Limb();
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l.Scale = vl.Scale;
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l.Bounds = (float[])vl.Bounds.Clone();
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l.Size = (byte[])vl.Size.Clone();
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l.RenderData = loader.GenerateRenderData(vxl.Limbs[i]);
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limbs[i] = l;
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}
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transform = new float[vxl.LimbCount][];
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lightDirection = new float[vxl.LimbCount][];
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groundNormal = new float[vxl.LimbCount][];
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groundZ = new float[vxl.LimbCount];
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}
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// Extract the rotation components from a matrix and apply them to a vector
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static float[] ExtractRotationVector(float[] mtx, WVec vec)
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{
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var tVec = Util.MatrixVectorMultiply(mtx, new float[] {vec.X, vec.Y, vec.Z, 1});
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var tOrigin = Util.MatrixVectorMultiply(mtx, new float[] {0,0,0,1});
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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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static float[] MakeFloatMatrix(int[] imtx)
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{
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var fmtx = new float[16];
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for (var i = 0; i < 16; i++)
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fmtx[i] = imtx[i]*1f / imtx[15];
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return fmtx;
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}
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public void Draw(VoxelRenderer r, float[] lightAmbientColor, float[] lightDiffuseColor,
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int colorPalette, int normalsPalette)
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{
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for (var i = 0; i < limbs.Length; i++)
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r.Render(loader, limbs[i].RenderData, transform[i], lightDirection[i],
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lightAmbientColor, lightDiffuseColor, colorPalette, normalsPalette);
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}
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public void DrawShadow(VoxelRenderer r, int shadowPalette)
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{
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for (var i = 0; i < limbs.Length; i++)
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r.RenderShadow(loader, limbs[i].RenderData, transform[i], lightDirection[i],
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groundNormal[i], groundZ[i], shadowPalette);
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}
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static readonly WVec forward = new WVec(1024,0,0);
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static readonly WVec up = new WVec(0,0,1024);
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public void PrepareForDraw(WorldRenderer wr, WPos pos, IEnumerable<WRot> rotations,
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WRot camera, uint frame, float scale, WRot lightSource)
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{
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// Calculate the shared view matrix components
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var pxPos = wr.ScreenPosition(pos);
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// Rotations
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var rot = rotations.Reverse().Aggregate(MakeFloatMatrix(camera.AsMatrix()),
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(a,b) => Util.MatrixMultiply(a, MakeFloatMatrix(b.AsMatrix())));
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// Each limb has its own transformation matrix
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for (uint i = 0; i < limbs.Length; i++)
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{
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Limb l = limbs[i];
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var t = Util.MatrixMultiply(Util.ScaleMatrix(1,-1,1),
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hva.TransformationMatrix(i, frame));
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// Fix limb position
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t[12] *= l.Scale*(l.Bounds[3] - l.Bounds[0]) / l.Size[0];
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t[13] *= l.Scale*(l.Bounds[4] - l.Bounds[1]) / l.Size[1];
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t[14] *= l.Scale*(l.Bounds[5] - l.Bounds[2]) / l.Size[2];
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t = Util.MatrixMultiply(t, Util.TranslationMatrix(l.Bounds[0], l.Bounds[1], l.Bounds[2]));
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// Apply view matrix
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transform[i] = Util.MatrixMultiply(Util.TranslationMatrix(pxPos.X, pxPos.Y, pxPos.Y),
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Util.ScaleMatrix(scale*l.Scale, scale*l.Scale, scale*l.Scale));
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transform[i] = Util.MatrixMultiply(transform[i], rot);
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transform[i] = Util.MatrixMultiply(transform[i], t);
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// Transform light direction into limb-space
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var undoPitch = MakeFloatMatrix(new WRot(camera.Pitch, WAngle.Zero, WAngle.Zero).AsMatrix());
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var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(transform[i]), undoPitch);
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lightDirection[i] = ExtractRotationVector(lightTransform, forward.Rotate(lightSource));
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groundNormal[i] = ExtractRotationVector(Util.MatrixInverse(t), up);
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// Hack: Extract the ground z position independently of y.
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groundZ[i] = (wr.ScreenPosition(pos).Y - wr.ScreenZPosition(pos, 0)) / 2;
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}
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}
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public uint Frames { get { return hva.FrameCount; }}
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public uint LimbCount { get { return (uint)limbs.Length; }}
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public float[] Size
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{
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get
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{
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return limbs.Select(a => a.Size.Select(b => a.Scale*b).ToArray())
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.Aggregate((a,b) => new float[]
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{
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Math.Max(a[0], b[0]),
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Math.Max(a[1], b[1]),
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Math.Max(a[2], b[2])
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});
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}
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}
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}
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}
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194
OpenRA.Game/Graphics/VoxelLoader.cs
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194
OpenRA.Game/Graphics/VoxelLoader.cs
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@@ -0,0 +1,194 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* 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.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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public struct VoxelRenderData
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{
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public readonly int Start;
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public readonly int Count;
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public readonly Sheet Sheet;
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public VoxelRenderData(int start, int count, Sheet sheet)
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{
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Start = start;
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Count = count;
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Sheet = sheet;
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}
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}
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public class VoxelLoader
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{
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SheetBuilder sheetBuilder;
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IVertexBuffer<Vertex> vertexBuffer;
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List<Vertex[]> vertices;
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int totalVertexCount;
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int cachedVertexCount;
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public VoxelLoader()
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{
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vertices = new List<Vertex[]>();
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totalVertexCount = 0;
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cachedVertexCount = 0;
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sheetBuilder = new SheetBuilder(SheetType.DualIndexed);
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}
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static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
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Vertex[] GenerateSlicePlane(int su, int sv, Func<int,int,VxlElement> first, Func<int,int,VxlElement> second, Func<int, int, float[]> coord)
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{
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var colors = new byte[su*sv];
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var normals = new byte[su*sv];
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var c = 0;
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for (var v = 0; v < sv; v++)
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for (var u = 0; u < su; u++)
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{
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var voxel = first(u,v) ?? second(u,v);
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colors[c] = voxel == null ? (byte)0 : voxel.Color;
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normals[c] = voxel == null ? (byte)0 : voxel.Normal;
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c++;
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}
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Sprite s = sheetBuilder.Allocate(new Size(su, sv), false);
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Util.FastCopyIntoChannel(s, 0, colors);
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Util.FastCopyIntoChannel(s, 1, normals);
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s.sheet.MakeDirty();
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var channels = new float2(channelSelect[(int)s.channel], channelSelect[(int)s.channel + 1]);
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return new Vertex[4]
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{
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new Vertex(coord(0, 0), s.FastMapTextureCoords(0), channels),
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new Vertex(coord(su, 0), s.FastMapTextureCoords(1), channels),
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new Vertex(coord(su, sv), s.FastMapTextureCoords(3), channels),
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new Vertex(coord(0, sv), s.FastMapTextureCoords(2), channels)
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};
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}
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IEnumerable<Vertex[]> GenerateSlicePlanes(VxlLimb l)
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{
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Func<int,int,int,VxlElement> get = (x,y,z) =>
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{
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if (x < 0 || y < 0 || z < 0)
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return null;
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if (x >= l.Size[0] || y >= l.Size[1] || z >= l.Size[2])
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return null;
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var v = l.VoxelMap[(byte)x,(byte)y];
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if (v == null || !v.ContainsKey((byte)z))
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return null;
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return l.VoxelMap[(byte)x,(byte)y][(byte)z];
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};
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// Cull slices without any visible faces
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var xPlanes = new bool[l.Size[0]+1];
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var yPlanes = new bool[l.Size[1]+1];
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var zPlanes = new bool[l.Size[2]+1];
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for (var x = 0; x < l.Size[0]; x++)
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{
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for (var y = 0; y < l.Size[1]; y++)
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{
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for (var z = 0; z < l.Size[2]; z++)
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{
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if (get(x,y,z) == null)
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continue;
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// Only generate a plane if it is actually visible
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if (!xPlanes[x] && get(x-1,y,z) == null)
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xPlanes[x] = true;
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if (!xPlanes[x+1] && get(x+1,y,z) == null)
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xPlanes[x+1] = true;
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if (!yPlanes[y] && get(x,y-1,z) == null)
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yPlanes[y] = true;
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if (!yPlanes[y+1] && get(x,y+1,z) == null)
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yPlanes[y+1] = true;
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if (!zPlanes[z] && get(x,y,z-1) == null)
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zPlanes[z] = true;
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if (!zPlanes[z+1] && get(x,y,z+1) == null)
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zPlanes[z+1] = true;
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}
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}
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}
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for (var x = 0; x <= l.Size[0]; x++)
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if (xPlanes[x])
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yield return GenerateSlicePlane(l.Size[1], l.Size[2],
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(u,v) => get(x, u, v),
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(u,v) => get(x - 1, u, v),
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(u,v) => new float[] {x, u, v});
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for (var y = 0; y <= l.Size[1]; y++)
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if (yPlanes[y])
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yield return GenerateSlicePlane(l.Size[0], l.Size[2],
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(u,v) => get(u, y, v),
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(u,v) => get(u, y - 1, v),
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(u,v) => new float[] {u, y, v});
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for (var z = 0; z <= l.Size[2]; z++)
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if (zPlanes[z])
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yield return GenerateSlicePlane(l.Size[0], l.Size[1],
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(u,v) => get(u, v, z),
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(u,v) => get(u, v, z - 1),
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(u,v) => new float[] {u, v, z});
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}
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public VoxelRenderData GenerateRenderData(VxlLimb l)
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{
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Vertex[] v;
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try
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{
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v = GenerateSlicePlanes(l).SelectMany(x => x).ToArray();
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}
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catch (SheetOverflowException)
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{
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// Sheet overflow - allocate a new sheet and try once more
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Log.Write("debug", "Voxel sheet overflow! Generating new sheet");
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sheetBuilder = new SheetBuilder(SheetType.DualIndexed);
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v = GenerateSlicePlanes(l).SelectMany(x => x).ToArray();
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}
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vertices.Add(v);
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var start = totalVertexCount;
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var count = v.Length;
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totalVertexCount += count;
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return new VoxelRenderData(start, count, sheetBuilder.Current);
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}
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public void RefreshBuffer()
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{
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vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(totalVertexCount);
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vertexBuffer.SetData(vertices.SelectMany(v => v).ToArray(), totalVertexCount);
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cachedVertexCount = totalVertexCount;
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}
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public IVertexBuffer<Vertex> VertexBuffer
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{
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get
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{
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if (cachedVertexCount != totalVertexCount)
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RefreshBuffer();
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return vertexBuffer;
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}
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}
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}
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}
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88
OpenRA.Game/Graphics/VoxelRenderer.cs
Normal file
88
OpenRA.Game/Graphics/VoxelRenderer.cs
Normal file
@@ -0,0 +1,88 @@
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#region Copyright & License Information
|
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/*
|
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
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||||
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Graphics
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{
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public class VoxelRenderer
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{
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Renderer renderer;
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IShader shader;
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IShader shadowShader;
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public VoxelRenderer(Renderer renderer, IShader shader, IShader shadowShader)
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{
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this.renderer = renderer;
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this.shader = shader;
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this.shadowShader = shadowShader;
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}
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public void Render(VoxelLoader loader, VoxelRenderData renderData,
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float[] t, float[] lightDirection,
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float[] ambientLight, float[] diffuseLight,
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int colorPalette, int normalsPalette)
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{
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shader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
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shader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes,
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(normalsPalette + 0.5f) / HardwarePalette.MaxPalettes);
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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.Render(() => renderer.DrawBatch(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
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}
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public void RenderShadow(VoxelLoader loader, VoxelRenderData renderData,
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float[] t, float[] lightDirection, float[] groundNormal, float groundZ, int colorPalette)
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||||
{
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shadowShader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
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shadowShader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes, 0);
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shadowShader.SetMatrix("TransformMatrix", t);
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shadowShader.SetVec("LightDirection", lightDirection, 4);
|
||||
shadowShader.SetVec("GroundNormal", groundNormal, 3);
|
||||
shadowShader.SetVec("GroundZ", groundZ);
|
||||
shadowShader.Render(() => renderer.DrawBatch(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
|
||||
}
|
||||
|
||||
public void SetPalette(ITexture palette)
|
||||
{
|
||||
shader.SetTexture("Palette", palette);
|
||||
shadowShader.SetTexture("Palette", palette);
|
||||
}
|
||||
|
||||
public void SetViewportParams(Size screen, float zoom, float2 scroll)
|
||||
{
|
||||
// Construct projection matrix
|
||||
// Clip planes are set at -height and +2*height
|
||||
|
||||
var tiw = 2*zoom / screen.Width;
|
||||
var tih = 2*zoom / screen.Height;
|
||||
var view = new float[]
|
||||
{
|
||||
tiw, 0, 0, 0,
|
||||
0, -tih, 0, 0,
|
||||
0, 0, -tih/3, 0,
|
||||
-1 - tiw*scroll.X,
|
||||
1 + tih*scroll.Y,
|
||||
1 + tih*scroll.Y/3,
|
||||
1
|
||||
};
|
||||
|
||||
shader.SetMatrix("View", view);
|
||||
shadowShader.SetMatrix("View", view);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -28,6 +28,7 @@ namespace OpenRA
|
||||
public ILoadScreen LoadScreen = null;
|
||||
public SheetBuilder SheetBuilder;
|
||||
public SpriteLoader SpriteLoader;
|
||||
public VoxelLoader VoxelLoader;
|
||||
|
||||
public ModData(params string[] mods)
|
||||
{
|
||||
@@ -55,6 +56,7 @@ namespace OpenRA
|
||||
ChromeProvider.Initialize(Manifest.Chrome);
|
||||
SheetBuilder = new SheetBuilder(SheetType.Indexed);
|
||||
SpriteLoader = new SpriteLoader(new string[] { ".shp" }, SheetBuilder);
|
||||
VoxelLoader = new VoxelLoader();
|
||||
CursorProvider.Initialize(Manifest.Cursors);
|
||||
}
|
||||
|
||||
|
||||
@@ -226,6 +226,9 @@
|
||||
<Compile Include="Widgets\ClientTooltipRegionWidget.cs" />
|
||||
<Compile Include="Graphics\Renderable.cs" />
|
||||
<Compile Include="Traits\Render\RenderSprites.cs" />
|
||||
<Compile Include="Graphics\Voxel.cs" />
|
||||
<Compile Include="Graphics\VoxelRenderer.cs" />
|
||||
<Compile Include="Graphics\VoxelLoader.cs" />
|
||||
<Compile Include="Traits\BodyOrientation.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
86
cg/vxl.fx
Normal file
86
cg/vxl.fx
Normal file
@@ -0,0 +1,86 @@
|
||||
mat4x4 View;
|
||||
mat4x4 TransformMatrix;
|
||||
float2 PaletteRows;
|
||||
|
||||
float4 LightDirection;
|
||||
float3 AmbientLight, DiffuseLight;
|
||||
|
||||
sampler2D DiffuseTexture = sampler_state {
|
||||
MinFilter = Nearest;
|
||||
MagFilter = Nearest;
|
||||
WrapS = Repeat;
|
||||
WrapT = Repeat;
|
||||
};
|
||||
|
||||
sampler2D Palette = sampler_state {
|
||||
MinFilter = Nearest;
|
||||
MagFilter = Nearest;
|
||||
WrapS = Repeat;
|
||||
WrapT = Repeat;
|
||||
};
|
||||
|
||||
struct VertexIn {
|
||||
float4 Position: POSITION;
|
||||
float4 Tex0: TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexOut {
|
||||
float4 Position: POSITION;
|
||||
float2 Tex0: TEXCOORD0;
|
||||
float4 ColorChannel: TEXCOORD1;
|
||||
float4 NormalsChannel: TEXCOORD2;
|
||||
};
|
||||
|
||||
float4 DecodeChannelMask(float x)
|
||||
{
|
||||
if (x > 0)
|
||||
return (x > 0.5f) ? float4(1,0,0,0) : float4(0,1,0,0);
|
||||
else
|
||||
return (x <-0.5f) ? float4(0,0,0,1) : float4(0,0,1,0);
|
||||
}
|
||||
|
||||
VertexOut Simple_vp(VertexIn v) {
|
||||
VertexOut o;
|
||||
o.Position = mul(mul(v.Position, TransformMatrix), View);
|
||||
o.Tex0 = v.Tex0.xy;
|
||||
o.ColorChannel = DecodeChannelMask(v.Tex0.z);
|
||||
o.NormalsChannel = DecodeChannelMask(v.Tex0.w);
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 Simple_fp(VertexOut f) : COLOR0 {
|
||||
float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
|
||||
vec4 color = tex2D(Palette, float2(dot(x, f.ColorChannel), PaletteRows.x));
|
||||
if (color.a < 0.01)
|
||||
discard;
|
||||
|
||||
float4 normal = (2.0*tex2D(Palette, vec2(dot(x, f.NormalsChannel), PaletteRows.y)) - 1.0);
|
||||
float3 intensity = AmbientLight + DiffuseLight*max(dot(normal, LightDirection), 0.0);
|
||||
return float4(intensity*color.rgb, color.a);
|
||||
}
|
||||
|
||||
technique high_quality {
|
||||
pass p0 {
|
||||
BlendEnable = true;
|
||||
DepthTestEnable = true;
|
||||
CullFaceEnable = false;
|
||||
VertexProgram = compile latest Simple_vp();
|
||||
FragmentProgram = compile latest Simple_fp();
|
||||
|
||||
BlendEquation = FuncAdd;
|
||||
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
|
||||
}
|
||||
}
|
||||
|
||||
technique high_quality_cg21 {
|
||||
pass p0 {
|
||||
BlendEnable = true;
|
||||
DepthTestEnable = true;
|
||||
CullFaceEnable = false;
|
||||
VertexProgram = compile arbvp1 Simple_vp();
|
||||
FragmentProgram = compile arbfp1 Simple_fp();
|
||||
|
||||
BlendEquation = FuncAdd;
|
||||
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
|
||||
}
|
||||
}
|
||||
90
cg/vxlshadow.fx
Normal file
90
cg/vxlshadow.fx
Normal file
@@ -0,0 +1,90 @@
|
||||
mat4x4 View;
|
||||
mat4x4 TransformMatrix;
|
||||
float4 LightDirection;
|
||||
float GroundZ;
|
||||
float3 GroundNormal;
|
||||
|
||||
float2 PaletteRows;
|
||||
float3 AmbientLight, DiffuseLight;
|
||||
|
||||
sampler2D DiffuseTexture = sampler_state {
|
||||
MinFilter = Nearest;
|
||||
MagFilter = Nearest;
|
||||
WrapS = Repeat;
|
||||
WrapT = Repeat;
|
||||
};
|
||||
|
||||
sampler2D Palette = sampler_state {
|
||||
MinFilter = Nearest;
|
||||
MagFilter = Nearest;
|
||||
WrapS = Repeat;
|
||||
WrapT = Repeat;
|
||||
};
|
||||
|
||||
struct VertexIn {
|
||||
float4 Position: POSITION;
|
||||
float4 Tex0: TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexOut {
|
||||
float4 Position: POSITION;
|
||||
float2 Tex0: TEXCOORD0;
|
||||
float4 ColorChannel: TEXCOORD1;
|
||||
float4 NormalsChannel: TEXCOORD2;
|
||||
};
|
||||
|
||||
float4 DecodeChannelMask(float x)
|
||||
{
|
||||
if (x > 0)
|
||||
return (x > 0.5f) ? float4(1,0,0,0) : float4(0,1,0,0);
|
||||
else
|
||||
return (x <-0.5f) ? float4(0,0,0,1) : float4(0,0,1,0);
|
||||
}
|
||||
|
||||
VertexOut Simple_vp(VertexIn v) {
|
||||
// Distance between vertex and ground
|
||||
float d = dot(v.Position.xyz - float3(0.0,0.0,GroundZ), GroundNormal) / dot(LightDirection.xyz, GroundNormal);
|
||||
float3 shadow = v.Position.xyz - d*LightDirection.xyz;
|
||||
|
||||
VertexOut o;
|
||||
o.Position = mul(mul(vec4(shadow, 1), TransformMatrix), View);
|
||||
o.Tex0 = v.Tex0.xy;
|
||||
o.ColorChannel = DecodeChannelMask(v.Tex0.z);
|
||||
o.NormalsChannel = DecodeChannelMask(v.Tex0.w);
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 Simple_fp(VertexOut f) : COLOR0 {
|
||||
float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
|
||||
vec4 color = tex2D(Palette, float2(dot(x, f.ColorChannel), PaletteRows.x));
|
||||
if (color.a < 0.01)
|
||||
discard;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
technique high_quality {
|
||||
pass p0 {
|
||||
BlendEnable = true;
|
||||
DepthTestEnable = true;
|
||||
CullFaceEnable = false;
|
||||
VertexProgram = compile latest Simple_vp();
|
||||
FragmentProgram = compile latest Simple_fp();
|
||||
|
||||
BlendEquation = FuncAdd;
|
||||
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
|
||||
}
|
||||
}
|
||||
|
||||
technique high_quality_cg21 {
|
||||
pass p0 {
|
||||
BlendEnable = true;
|
||||
DepthTestEnable = true;
|
||||
CullFaceEnable = false;
|
||||
VertexProgram = compile arbvp1 Simple_vp();
|
||||
FragmentProgram = compile arbfp1 Simple_fp();
|
||||
|
||||
BlendEquation = FuncAdd;
|
||||
BlendFunc = int2(SrcAlpha, OneMinusSrcAlpha);
|
||||
}
|
||||
}
|
||||
17
glsl/vxl.frag
Normal file
17
glsl/vxl.frag
Normal file
@@ -0,0 +1,17 @@
|
||||
uniform sampler2D Palette, DiffuseTexture;
|
||||
uniform vec2 PaletteRows;
|
||||
|
||||
uniform vec4 LightDirection;
|
||||
uniform vec3 AmbientLight, DiffuseLight;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
|
||||
vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
|
||||
if (color.a < 0.01)
|
||||
discard;
|
||||
|
||||
vec4 normal = (2.0*texture2D(Palette, vec2(dot(x, gl_TexCoord[2]), PaletteRows.y)) - 1.0);
|
||||
vec3 intensity = AmbientLight + DiffuseLight*max(dot(normal, LightDirection), 0.0);
|
||||
gl_FragColor = vec4(intensity*color.rgb, color.a);
|
||||
}
|
||||
18
glsl/vxl.vert
Normal file
18
glsl/vxl.vert
Normal file
@@ -0,0 +1,18 @@
|
||||
uniform mat4 View;
|
||||
uniform mat4 TransformMatrix;
|
||||
|
||||
vec4 DecodeChannelMask(float x)
|
||||
{
|
||||
if (x > 0.0)
|
||||
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
|
||||
else
|
||||
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = View*TransformMatrix*gl_Vertex;
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.z);
|
||||
gl_TexCoord[2] = DecodeChannelMask(gl_MultiTexCoord0.w);
|
||||
}
|
||||
12
glsl/vxlshadow.frag
Normal file
12
glsl/vxlshadow.frag
Normal file
@@ -0,0 +1,12 @@
|
||||
uniform sampler2D Palette, DiffuseTexture;
|
||||
uniform vec2 PaletteRows;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
|
||||
vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x));
|
||||
if (color.a < 0.01)
|
||||
discard;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
26
glsl/vxlshadow.vert
Normal file
26
glsl/vxlshadow.vert
Normal file
@@ -0,0 +1,26 @@
|
||||
uniform mat4 View;
|
||||
uniform mat4 TransformMatrix;
|
||||
uniform vec4 LightDirection;
|
||||
uniform float GroundZ;
|
||||
uniform vec3 GroundNormal;
|
||||
|
||||
vec4 DecodeChannelMask(float x)
|
||||
{
|
||||
if (x > 0.0)
|
||||
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
|
||||
else
|
||||
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Distance between vertex and ground
|
||||
float d = dot(gl_Vertex.xyz - vec3(0.0,0.0,GroundZ), GroundNormal) / dot(LightDirection.xyz, GroundNormal);
|
||||
|
||||
// Project onto ground plane
|
||||
vec3 shadow = gl_Vertex.xyz - d*LightDirection.xyz;
|
||||
gl_Position = View*TransformMatrix*vec4(shadow, 1);
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.z);
|
||||
gl_TexCoord[2] = DecodeChannelMask(gl_MultiTexCoord0.w);
|
||||
}
|
||||
Reference in New Issue
Block a user