chrome version of shp shader

This commit is contained in:
Chris Forbes
2010-01-16 17:53:17 +13:00
parent 2d9c8228d5
commit a6851a1f05
6 changed files with 126 additions and 27 deletions

View File

@@ -48,7 +48,6 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="AssetInfo.cs" />
<Compile Include="AudLoader.cs" />
<Compile Include="Blowfish.cs" />
<Compile Include="BlowfishKeyProvider.cs" />

View File

@@ -78,7 +78,7 @@ namespace OpenRa.Game
this.renderer = r;
rgbaRenderer = new SpriteRenderer(renderer, true, renderer.RgbaSpriteShader);
lineRenderer = new LineRenderer(renderer);
shpRenderer = new SpriteRenderer(renderer, true);
shpRenderer = new SpriteRenderer(renderer, true, renderer.WorldSpriteShader);
repairButton = new Animation("repair");
repairButton.PlayRepeating("normal");
@@ -369,7 +369,7 @@ namespace OpenRa.Game
return;
// Draw bar horizontally
var barStart = powerOrigin + Game.viewport.Location + radarOrigin;
var barStart = powerOrigin + radarOrigin;
var barEnd = barStart + new float2(powerSize.Width, 0);
float powerScaleBy = 100;
@@ -377,9 +377,9 @@ namespace OpenRa.Game
while (maxPower >= powerScaleBy) powerScaleBy *= 2;
// Current power supply
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (Game.LocalPlayer.PowerProvided / powerScaleBy) - Game.viewport.Location.X;
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (Game.LocalPlayer.PowerProvided / powerScaleBy);
lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f);
float2 powerLevel = new float2(lastPowerProvidedPos.Value + Game.viewport.Location.X, barStart.Y);
float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
var color = Color.LimeGreen;
if (Game.LocalPlayer.GetPowerState() == PowerState.Low)
@@ -405,9 +405,9 @@ namespace OpenRa.Game
// Power usage indicator
var indicator = SequenceProvider.GetImageFromCollection(renderer, radarCollection, "power-indicator");
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (Game.LocalPlayer.PowerDrained / powerScaleBy) - Game.viewport.Location.X;
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (Game.LocalPlayer.PowerDrained / powerScaleBy);
lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f);
float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value-indicator.size.X/2, barStart.Y - Game.viewport.Location.Y-1);
float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value-indicator.size.X/2, barStart.Y-1);
rgbaRenderer.DrawSprite(indicator, powerDrainLevel, PaletteType.Chrome);
rgbaRenderer.Flush();
@@ -418,7 +418,7 @@ namespace OpenRa.Game
int2 buttonOrigin = new int2(Game.viewport.Width - 320, 2);
// Repair
Rectangle repairRect = new Rectangle(buttonOrigin.X, buttonOrigin.Y, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
var repairDrawPos = Game.viewport.Location + new float2(repairRect.Location);
var repairDrawPos = new float2(repairRect.Location);
var hasFact = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
@@ -435,7 +435,7 @@ namespace OpenRa.Game
Rectangle sellRect = new Rectangle(buttonOrigin.X+40, buttonOrigin.Y,
sellButton.Image.bounds.Width, sellButton.Image.bounds.Height);
var sellDrawPos = Game.viewport.Location + new float2(sellRect.Location);
var sellDrawPos = new float2(sellRect.Location);
sellButton.ReplaceAnim(Game.controller.orderGenerator is SellOrderGenerator ? "pressed" : "normal");
@@ -449,7 +449,7 @@ namespace OpenRa.Game
Rectangle pwrdownRect = new Rectangle(buttonOrigin.X+80, buttonOrigin.Y,
pwrdownButton.Image.bounds.Width, pwrdownButton.Image.bounds.Height);
var pwrdownDrawPos = Game.viewport.Location + new float2(pwrdownRect.Location);
var pwrdownDrawPos = new float2(pwrdownRect.Location);
pwrdownButton.ReplaceAnim(Game.controller.orderGenerator is PowerDownOrderGenerator ? "pressed" : "normal");
@@ -462,7 +462,7 @@ namespace OpenRa.Game
Rectangle optionsRect = new Rectangle(0,0, optionsButton.Image.bounds.Width,
optionsButton.Image.bounds.Height);
var optionsDrawPos = Game.viewport.Location + new float2(optionsRect.Location);
var optionsDrawPos = new float2(optionsRect.Location);
optionsButton.ReplaceAnim(optionsPressed ? "left-pressed" : "left-normal");
@@ -493,28 +493,26 @@ namespace OpenRa.Game
if (ss.Length > 8)
for( var x = r.Left + (int)ss[2].size.X; x < r.Right - (int)ss[3].size.X; x += (int)ss[8].size.X )
for( var y = r.Top + (int)ss[0].size.Y; y < r.Bottom - (int)ss[1].size.Y; y += (int)ss[8].size.Y )
sr.DrawSprite(ss[8], Game.viewport.Location + new float2(x, y), PaletteType.Chrome);
var p = isShp ? Game.viewport.Location : float2.Zero;
sr.DrawSprite(ss[8], new float2(x, y), PaletteType.Chrome);
//draw borders
for (var y = r.Top + (int)ss[0].size.Y; y < r.Bottom - (int)ss[1].size.Y; y += (int)ss[1].size.Y)
{
sr.DrawSprite(ss[2], p + new float2(r.Left, y), PaletteType.Chrome);
sr.DrawSprite(ss[3], p + new float2(r.Right - ss[3].size.X, y), PaletteType.Chrome);
sr.DrawSprite(ss[2], new float2(r.Left, y), PaletteType.Chrome);
sr.DrawSprite(ss[3], new float2(r.Right - ss[3].size.X, y), PaletteType.Chrome);
}
for (var x = r.Left + (int)ss[2].size.X; x < r.Right - (int)ss[3].size.X; x += (int)ss[3].size.X)
{
sr.DrawSprite(ss[0], p + new float2(x, r.Top), PaletteType.Chrome);
sr.DrawSprite(ss[1], p + new float2(x, r.Bottom - ss[1].size.Y), PaletteType.Chrome);
sr.DrawSprite(ss[0], new float2(x, r.Top), PaletteType.Chrome);
sr.DrawSprite(ss[1], new float2(x, r.Bottom - ss[1].size.Y), PaletteType.Chrome);
}
sr.DrawSprite(ss[4], p + new float2(r.Left, r.Top), PaletteType.Chrome);
sr.DrawSprite(ss[5], p + new float2(r.Right - ss[5].size.X, r.Top), PaletteType.Chrome);
sr.DrawSprite(ss[6], p + new float2(r.Left, r.Bottom - ss[6].size.Y), PaletteType.Chrome);
sr.DrawSprite(ss[7], p + new float2(r.Right - ss[7].size.X, r.Bottom - ss[7].size.Y), PaletteType.Chrome);
sr.DrawSprite(ss[4], new float2(r.Left, r.Top), PaletteType.Chrome);
sr.DrawSprite(ss[5], new float2(r.Right - ss[5].size.X, r.Top), PaletteType.Chrome);
sr.DrawSprite(ss[6], new float2(r.Left, r.Bottom - ss[6].size.Y), PaletteType.Chrome);
sr.DrawSprite(ss[7], new float2(r.Right - ss[7].size.X, r.Bottom - ss[7].size.Y), PaletteType.Chrome);
sr.Flush();
renderer.Device.DisableScissor();
@@ -629,7 +627,7 @@ namespace OpenRa.Game
}
var rect = new RectangleF(origin.X + x * 64, origin.Y + 48 * y, 64, 48);
var drawPos = Game.viewport.Location + new float2(rect.Location);
var drawPos = new float2(rect.Location);
var isBuildingSomething = queue.CurrentItem(queueName) != null;
shpRenderer.DrawSprite(tabSprites[item.Name], drawPos, PaletteType.Chrome);
@@ -873,7 +871,7 @@ namespace OpenRa.Game
var image = spsprites[sp.Key];
if (sp.Value.IsAvailable)
{
var drawPos = Game.viewport.Location + new float2(5, y);
var drawPos = new float2(5, y);
shpRenderer.DrawSprite(image, drawPos, PaletteType.Chrome);
clock.PlayFetchIndex("idle",
@@ -897,7 +895,7 @@ namespace OpenRa.Game
if (rect.Contains(lastMousePos.ToPoint()))
{
tooltipItem = sp.Key;
tooltipPos = drawPos.ToInt2() + new int2(72, 0) - Game.viewport.Location.ToInt2();
tooltipPos = drawPos.ToInt2() + new int2(72, 0);
}
y += 51;

View File

@@ -15,6 +15,7 @@ namespace OpenRa.Game.Graphics
public Shader SpriteShader { get; private set; } /* note: shared shader params */
public Shader LineShader { get; private set; }
public Shader RgbaSpriteShader { get; private set; }
public Shader WorldSpriteShader { get; private set; }
public Texture PaletteTexture;
@@ -27,12 +28,14 @@ namespace OpenRa.Game.Graphics
device = GraphicsDevice.Create(host,
resolution.Width, resolution.Height, windowed, false);
SpriteShader = new Shader(device, FileSystem.Open("sprite.fx"));
SpriteShader = new Shader(device, FileSystem.Open("world-shp.fx"));
SpriteShader.Quality = ShaderQuality.Low;
LineShader = new Shader(device, FileSystem.Open("line.fx"));
LineShader.Quality = ShaderQuality.High;
RgbaSpriteShader = new Shader(device, FileSystem.Open("rgbasprite.fx"));
RgbaSpriteShader = new Shader(device, FileSystem.Open("chrome-rgba.fx"));
RgbaSpriteShader.Quality = ShaderQuality.High;
WorldSpriteShader = new Shader(device, FileSystem.Open("chrome-shp.fx"));
WorldSpriteShader.Quality = ShaderQuality.High;
sh = new SpriteHelper(device);
fhDebug = new FontHelper(device, "Tahoma", 10, false);

99
chrome-shp.fx Normal file
View File

@@ -0,0 +1,99 @@
// OpenRA test shader
// Author: C. Forbes
//--------------------------------------------------------
shared texture DiffuseTexture, Palette;
shared float2 Scroll;
shared float2 r1, r2; // matrix elements
sampler s_DiffuseTexture = sampler_state {
Texture = <DiffuseTexture>;
MinFilter = None;
MagFilter = None;
MipFilter = None;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
};
sampler s_PaletteTexture = sampler_state {
Texture = <Palette>;
MinFilter = None;
MagFilter = None;
MipFilter = None;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexIn {
float4 Position: POSITION;
float2 Tex0: TEXCOORD0;
float2 Tex1: TEXCOORD1;
};
struct VertexOut {
float4 Position: POSITION;
float3 Tex0: TEXCOORD0;
float4 ChannelMask: TEXCOORD1;
};
struct FragmentIn {
float3 Tex0: TEXCOORD0;
float4 ChannelMask: TEXCOORD1;
};
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;
float2 p = v.Position.xy * r1 + r2;
o.Position = float4(p.x,p.y,0,1);
o.Tex0 = float3(v.Tex0.x, v.Tex0.y, v.Tex1.x);
o.ChannelMask = DecodeChannelMask( v.Tex1.y );
return o;
}
const float2 texelOffset = float2( 0, 1.0f/32.0f );
float4 Palette_fp(FragmentIn f) : COLOR0 {
float4 x = tex2D(s_DiffuseTexture, f.Tex0.xy);
float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
return tex2D(s_PaletteTexture, p + texelOffset);
}
technique low_quality {
pass p0 {
AlphaBlendEnable = false;
ZWriteEnable = false;
ZEnable = false;
CullMode = None;
FillMode = Solid;
VertexShader = compile vs_2_0 Simple_vp();
PixelShader = compile ps_2_0 Palette_fp();
}
}
technique high_quality {
pass p0 {
AlphaBlendEnable = true;
ZWriteEnable = false;
ZEnable = false;
CullMode = None;
FillMode = Solid;
VertexShader = compile vs_2_0 Simple_vp();
PixelShader = compile ps_2_0 Palette_fp();
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
}
}