Render lines using SpriteRenderer without breaking the batch.

This commit is contained in:
Paul Chote
2018-05-19 12:22:15 +00:00
committed by abcdefg30
parent 9e95cd5331
commit a329711011
8 changed files with 67 additions and 139 deletions

View File

@@ -16,44 +16,20 @@ using System.Linq;
namespace OpenRA.Graphics
{
public class RgbaColorRenderer : Renderer.IBatchRenderer
public class RgbaColorRenderer
{
static readonly float2 Offset = new float2(0.5f, 0.5f);
readonly Renderer renderer;
readonly IShader shader;
readonly Action renderAction;
readonly SpriteRenderer parent;
readonly Vertex[] vertices = new Vertex[6];
readonly Vertex[] vertices;
int nv = 0;
public RgbaColorRenderer(Renderer renderer, IShader shader)
public RgbaColorRenderer(SpriteRenderer parent)
{
this.renderer = renderer;
this.shader = shader;
vertices = new Vertex[renderer.TempBufferSize];
renderAction = () => renderer.DrawBatch(vertices, nv, PrimitiveType.TriangleList);
}
public void Flush()
{
if (nv > 0)
{
renderer.Device.SetBlendMode(BlendMode.Alpha);
shader.Render(renderAction);
renderer.Device.SetBlendMode(BlendMode.None);
nv = 0;
}
this.parent = parent;
}
public void DrawLine(float3 start, float3 end, float width, Color startColor, Color endColor)
{
renderer.CurrentBatchRenderer = this;
if (nv + 6 > renderer.TempBufferSize)
Flush();
var delta = (end - start) / (end - start).XY.Length;
var corner = width / 2 * new float3(-delta.Y, delta.X, delta.Z);
@@ -69,21 +45,18 @@ namespace OpenRA.Graphics
var eb = endColor.B / 255.0f;
var ea = endColor.A / 255.0f;
vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
vertices[nv++] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
vertices[nv++] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
vertices[0] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
vertices[1] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
vertices[2] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
vertices[3] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
vertices[4] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
vertices[5] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
parent.DrawRGBAVertices(vertices);
}
public void DrawLine(float3 start, float3 end, float width, Color color)
{
renderer.CurrentBatchRenderer = this;
if (nv + 6 > renderer.TempBufferSize)
Flush();
var delta = (end - start) / (end - start).XY.Length;
var corner = width / 2 * new float2(-delta.Y, delta.X);
@@ -93,12 +66,13 @@ namespace OpenRA.Graphics
var b = color.B / 255.0f;
var a = color.A / 255.0f;
vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(start + corner + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(end - corner + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
vertices[0] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
vertices[1] = new Vertex(start + corner + Offset, r, g, b, a, 0, 0);
vertices[2] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
vertices[3] = new Vertex(end + corner + Offset, r, g, b, a, 0, 0);
vertices[4] = new Vertex(end - corner + Offset, r, g, b, a, 0, 0);
vertices[5] = new Vertex(start - corner + Offset, r, g, b, a, 0, 0);
parent.DrawRGBAVertices(vertices);
}
/// <summary>
@@ -146,7 +120,6 @@ namespace OpenRA.Graphics
return;
}
renderer.CurrentBatchRenderer = this;
color = Util.PremultiplyAlpha(color);
var r = color.R / 255.0f;
var g = color.G / 255.0f;
@@ -184,15 +157,13 @@ namespace OpenRA.Graphics
var cd = closed || i < limit ? IntersectionOf(end - corner, dir, end - nextCorner, nextDir) : end - corner;
// Fill segment
if (nv + 6 > renderer.TempBufferSize)
Flush();
vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(cb + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(cd + Offset, r, g, b, a, 0, 0);
vertices[nv++] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
vertices[0] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
vertices[1] = new Vertex(cb + Offset, r, g, b, a, 0, 0);
vertices[2] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
vertices[3] = new Vertex(cc + Offset, r, g, b, a, 0, 0);
vertices[4] = new Vertex(cd + Offset, r, g, b, a, 0, 0);
vertices[5] = new Vertex(ca + Offset, r, g, b, a, 0, 0);
parent.DrawRGBAVertices(vertices);
// Advance line segment
end = next;
@@ -238,23 +209,19 @@ namespace OpenRA.Graphics
public void FillRect(float3 a, float3 b, float3 c, float3 d, Color color)
{
renderer.CurrentBatchRenderer = this;
if (nv + 6 > renderer.TempBufferSize)
Flush();
color = Util.PremultiplyAlpha(color);
var cr = color.R / 255.0f;
var cg = color.G / 255.0f;
var cb = color.B / 255.0f;
var ca = color.A / 255.0f;
vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
vertices[nv++] = new Vertex(b + Offset, cr, cg, cb, ca, 0, 0);
vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
vertices[nv++] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
vertices[nv++] = new Vertex(d + Offset, cr, cg, cb, ca, 0, 0);
vertices[nv++] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
vertices[0] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
vertices[1] = new Vertex(b + Offset, cr, cg, cb, ca, 0, 0);
vertices[2] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
vertices[3] = new Vertex(c + Offset, cr, cg, cb, ca, 0, 0);
vertices[4] = new Vertex(d + Offset, cr, cg, cb, ca, 0, 0);
vertices[5] = new Vertex(a + Offset, cr, cg, cb, ca, 0, 0);
parent.DrawRGBAVertices(vertices);
}
public void FillEllipse(float3 tl, float3 br, Color color, int vertices = 32)
@@ -271,20 +238,5 @@ namespace OpenRA.Graphics
DrawLine(new float3(xc - dx, y, z), new float3(xc + dx, y, z), 1, color);
}
}
public void SetViewportParams(Size screen, float depthScale, float depthOffset, float zoom, int2 scroll)
{
shader.SetVec("Scroll", scroll.X, scroll.Y, scroll.Y);
shader.SetVec("r1",
zoom * 2f / screen.Width,
-zoom * 2f / screen.Height,
-depthScale * zoom / screen.Height);
shader.SetVec("r2", -1, 1, 1 - depthOffset);
}
public void SetDepthPreviewEnabled(bool enabled)
{
shader.SetBool("EnableDepthPreview", enabled);
}
}
}

View File

@@ -37,6 +37,7 @@ namespace OpenRA.Graphics
{
if (nv > 0)
{
if (currentSheet != null)
shader.SetTexture("DiffuseTexture", currentSheet.GetTexture());
renderer.Device.SetBlendMode(currentBlend);
@@ -109,6 +110,19 @@ namespace OpenRA.Graphics
renderer.Device.SetBlendMode(BlendMode.None);
}
// For RGBAColorRenderer
internal void DrawRGBAVertices(Vertex[] v)
{
renderer.CurrentBatchRenderer = this;
if (currentBlend != BlendMode.Alpha || nv + v.Length > renderer.TempBufferSize)
Flush();
currentBlend = BlendMode.Alpha;
Array.Copy(v, 0, vertices, nv, v.Length);
nv += v.Length;
}
public void SetPalette(ITexture palette)
{
shader.SetTexture("Palette", palette);

View File

@@ -167,7 +167,6 @@ namespace OpenRA.Graphics
{
Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
Game.Renderer.WorldRgbaColorRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
}
RefreshPalette();

View File

@@ -58,11 +58,11 @@ namespace OpenRA
WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
WorldRgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color"));
WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
WorldModelRenderer = new ModelRenderer(this, Device.CreateShader("model"));
RgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color"));
RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp"));
RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba"));
RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
tempBuffer = Device.CreateVertexBuffer(TempBufferSize);
}
@@ -126,7 +126,6 @@ namespace OpenRA
lastResolution = Resolution;
RgbaSpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
SpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
RgbaColorRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero);
}
// If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless.
@@ -137,7 +136,6 @@ namespace OpenRA
WorldRgbaSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
WorldSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
WorldModelRenderer.SetViewportParams(Resolution, zoom, scroll);
WorldRgbaColorRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll);
}
}

View File

@@ -1,36 +0,0 @@
varying vec4 vColor;
uniform bool EnableDepthPreview;
float jet_r(float x)
{
return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
}
float jet_g(float x)
{
return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
}
float jet_b(float x)
{
return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
}
void main()
{
float depth = gl_FragCoord.z;
// Convert to window coords
gl_FragDepth = 0.5 * depth + 0.5;
if (EnableDepthPreview)
{
float x = 1.0 - gl_FragDepth;
float r = clamp(jet_r(x), 0.0, 1.0);
float g = clamp(jet_g(x), 0.0, 1.0);
float b = clamp(jet_b(x), 0.0, 1.0);
gl_FragColor = vec4(r, g, b, 1.0);
}
else
gl_FragColor = vColor;
}

View File

@@ -1,12 +0,0 @@
uniform vec3 Scroll;
uniform vec3 r1, r2;
attribute vec4 aVertexPosition;
attribute vec4 aVertexTexCoord;
varying vec4 vColor;
void main()
{
gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
vColor = aVertexTexCoord;
}

View File

@@ -7,6 +7,7 @@ varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec4 vColorFraction;
float jet_r(float x)
{
@@ -27,7 +28,7 @@ void main()
{
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
vec4 c = texture2D(Palette, p);
vec4 c = (vec4(1, 1, 1, 1) - vColorFraction) * texture2D(Palette, p) + vColorFraction * vTexCoord;
// Discard any transparent fragments (both color and depth)
if (c.a == 0.0)

View File

@@ -8,6 +8,7 @@ varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec4 vColorFraction;
vec4 DecodeChannelMask(float x)
{
@@ -17,8 +18,18 @@ vec4 DecodeChannelMask(float x)
return vec4(0,0,1,0);
if (x > 0.3)
return vec4(0,1,0,0);
else
if (x > 0.0)
return vec4(1,0,0,0);
return vec4(0, 0, 0, 0);
}
vec4 DecodeColorFraction(float x)
{
if (x > 0.0)
return vec4(0, 0, 0, 0);
else
return vec4(1, 1, 1, 1);
}
void main()
@@ -27,6 +38,7 @@ void main()
vTexCoord = aVertexTexCoord;
vTexMetadata = aVertexTexMetadata;
vChannelMask = DecodeChannelMask(abs(aVertexTexMetadata.t));
vColorFraction = DecodeColorFraction(abs(aVertexTexMetadata.t));
if (aVertexTexMetadata.t < 0.0)
{
float x = -aVertexTexMetadata.t * 10.0;