Add support for rendering tinted artwork.
This commit is contained in:
@@ -54,12 +54,12 @@ namespace OpenRA.Graphics
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public IRenderable[] Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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var imageRenderable = new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration);
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var imageRenderable = new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration, CurrentSequence.IgnoreWorldTint);
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true);
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var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true, CurrentSequence.IgnoreWorldTint);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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}
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@@ -28,6 +28,11 @@ namespace OpenRA.Graphics
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IFinalizedRenderable PrepareRender(WorldRenderer wr);
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}
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public interface ITintableRenderable
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{
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IRenderable WithTint(float3 newTint);
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}
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public interface IFinalizedRenderable
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{
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void Render(WorldRenderer wr);
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@@ -45,5 +45,21 @@ namespace OpenRA.Graphics
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parent.DrawSprite(s, a, b, c, d);
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}
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public void DrawSpriteWithTint(Sprite s, float3 location, float3 size, float3 tint)
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{
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if (s.Channel != TextureChannel.RGBA)
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throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
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parent.DrawSpriteWithTint(s, location, 0, size, tint);
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}
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public void DrawSpriteWithTint(Sprite s, float3 a, float3 b, float3 c, float3 d, float3 tint)
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{
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if (s.Channel != TextureChannel.RGBA)
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throw new InvalidOperationException("DrawRGBASprite requires a RGBA sprite.");
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parent.DrawSpriteWithTint(s, a, b, c, d, tint);
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}
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}
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}
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@@ -32,6 +32,7 @@ namespace OpenRA.Graphics
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int ShadowZOffset { get; }
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int[] Frames { get; }
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Rectangle Bounds { get; }
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bool IgnoreWorldTint { get; }
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Sprite GetSprite(int frame);
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Sprite GetSprite(int frame, WAngle facing);
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@@ -14,7 +14,7 @@ using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public struct SpriteRenderable : IRenderable, IFinalizedRenderable
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public struct SpriteRenderable : IRenderable, ITintableRenderable, IFinalizedRenderable
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{
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public static readonly IEnumerable<IRenderable> None = new IRenderable[0];
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@@ -24,9 +24,17 @@ namespace OpenRA.Graphics
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readonly int zOffset;
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readonly PaletteReference palette;
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readonly float scale;
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readonly float3 tint;
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readonly bool isDecoration;
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readonly bool ignoreWorldTint;
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, bool isDecoration)
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: this(sprite, pos, offset, zOffset, palette, scale, float3.Ones, isDecoration, false) { }
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, bool isDecoration, bool ignoreWorldTint)
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: this(sprite, pos, offset, zOffset, palette, scale, float3.Ones, isDecoration, ignoreWorldTint) { }
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public SpriteRenderable(Sprite sprite, WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale, float3 tint, bool isDecoration, bool ignoreWorldTint)
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{
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this.sprite = sprite;
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this.pos = pos;
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@@ -34,7 +42,9 @@ namespace OpenRA.Graphics
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this.zOffset = zOffset;
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this.palette = palette;
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this.scale = scale;
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this.tint = tint;
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this.isDecoration = isDecoration;
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this.ignoreWorldTint = ignoreWorldTint;
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}
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public WPos Pos { get { return pos + offset; } }
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@@ -43,10 +53,12 @@ namespace OpenRA.Graphics
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return isDecoration; } }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, isDecoration); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, isDecoration); }
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public IRenderable OffsetBy(WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, isDecoration); }
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public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, true); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale, tint, isDecoration, ignoreWorldTint); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale, tint, isDecoration, ignoreWorldTint); }
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public IRenderable OffsetBy(WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale, tint, isDecoration, ignoreWorldTint); }
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public IRenderable AsDecoration() { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, tint, true, ignoreWorldTint); }
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public IRenderable WithTint(float3 newTint) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale, newTint, isDecoration, ignoreWorldTint); }
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float3 ScreenPosition(WorldRenderer wr)
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{
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@@ -59,7 +71,11 @@ namespace OpenRA.Graphics
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void Render(WorldRenderer wr)
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{
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Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, ScreenPosition(wr), palette, scale * sprite.Size);
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var wsr = Game.Renderer.WorldSpriteRenderer;
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if (ignoreWorldTint)
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wsr.DrawSprite(sprite, ScreenPosition(wr), palette, scale * sprite.Size);
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else
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wsr.DrawSpriteWithTint(sprite, ScreenPosition(wr), palette, scale * sprite.Size, tint);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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@@ -107,7 +107,7 @@ namespace OpenRA.Graphics
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internal void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
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{
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var samplers = SetRenderStateForSprite(s);
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Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, samplers, paletteTextureIndex, nv, size);
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Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, samplers, paletteTextureIndex, nv, size, float3.Ones);
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nv += 6;
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}
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@@ -124,7 +124,26 @@ namespace OpenRA.Graphics
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public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
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{
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var samplers = SetRenderStateForSprite(s);
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Util.FastCreateQuad(vertices, a, b, c, d, s, samplers, 0, nv);
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Util.FastCreateQuad(vertices, a, b, c, d, s, samplers, 0, float3.Ones, nv);
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nv += 6;
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}
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internal void DrawSpriteWithTint(Sprite s, float3 location, float paletteTextureIndex, float3 size, float3 tint)
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{
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var samplers = SetRenderStateForSprite(s);
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Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, samplers, paletteTextureIndex, nv, size, tint);
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nv += 6;
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}
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public void DrawSpriteWithTint(Sprite s, float3 location, PaletteReference pal, float3 size, float3 tint)
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{
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DrawSpriteWithTint(s, location, pal.TextureIndex, size, tint);
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}
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public void DrawSpriteWithTint(Sprite s, float3 a, float3 b, float3 c, float3 d, float3 tint)
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{
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var samplers = SetRenderStateForSprite(s);
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Util.FastCreateQuad(vertices, a, b, c, d, s, samplers, 0, tint, nv);
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nv += 6;
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}
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@@ -59,7 +59,7 @@ namespace OpenRA.Graphics
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for (var i = 0; i < vertices.Length; i++)
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{
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var v = vertices[i];
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C);
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vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, new float3(v.R, v.G, v.B));
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}
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for (var row = 0; row < map.MapSize.Y; row++)
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@@ -96,7 +96,7 @@ namespace OpenRA.Graphics
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return;
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var offset = rowStride * uv.V + 6 * uv.U;
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Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette.TextureIndex, offset, sprite.Size);
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Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette.TextureIndex, offset, sprite.Size, float3.Ones);
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dirtyRows.Add(uv.V);
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}
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@@ -20,15 +20,18 @@ namespace OpenRA.Graphics
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// yes, our channel order is nuts.
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static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
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public static void FastCreateQuad(Vertex[] vertices, float3 o, Sprite r, int2 samplers, float paletteTextureIndex, int nv, float3 size)
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public static void FastCreateQuad(Vertex[] vertices, float3 o, Sprite r, int2 samplers, float paletteTextureIndex, int nv, float3 size, float3 tint)
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{
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var b = new float3(o.X + size.X, o.Y, o.Z);
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var c = new float3(o.X + size.X, o.Y + size.Y, o.Z + size.Z);
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var d = new float3(o.X, o.Y + size.Y, o.Z + size.Z);
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FastCreateQuad(vertices, o, b, c, d, r, samplers, paletteTextureIndex, nv);
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FastCreateQuad(vertices, o, b, c, d, r, samplers, paletteTextureIndex, tint, nv);
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}
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public static void FastCreateQuad(Vertex[] vertices, float3 a, float3 b, float3 c, float3 d, Sprite r, int2 samplers, float paletteTextureIndex, int nv)
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public static void FastCreateQuad(Vertex[] vertices,
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float3 a, float3 b, float3 c, float3 d,
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Sprite r, int2 samplers, float paletteTextureIndex,
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float3 tint, int nv)
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{
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float sl = 0;
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float st = 0;
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@@ -51,12 +54,12 @@ namespace OpenRA.Graphics
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}
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var fAttribC = (float)attribC;
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vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC);
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vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, paletteTextureIndex, fAttribC);
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vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, fAttribC);
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vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, fAttribC);
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vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, sl, sb, paletteTextureIndex, fAttribC);
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vertices[nv + 5] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC);
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vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC, tint);
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vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, paletteTextureIndex, fAttribC, tint);
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vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, fAttribC, tint);
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vertices[nv + 3] = new Vertex(c, r.Right, r.Bottom, sr, sb, paletteTextureIndex, fAttribC, tint);
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vertices[nv + 4] = new Vertex(d, r.Left, r.Bottom, sl, sb, paletteTextureIndex, fAttribC, tint);
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vertices[nv + 5] = new Vertex(a, r.Left, r.Top, sl, st, paletteTextureIndex, fAttribC, tint);
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}
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public static void FastCopyIntoChannel(Sprite dest, byte[] src)
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@@ -16,17 +16,34 @@ namespace OpenRA.Graphics
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[StructLayout(LayoutKind.Sequential)]
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public struct Vertex
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{
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public readonly float X, Y, Z, S, T, U, V, P, C;
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// 3d position
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public readonly float X, Y, Z;
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// Primary and secondary texture coordinates or RGBA color
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public readonly float S, T, U, V;
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// Palette and channel flags
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public readonly float P, C;
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// Color tint
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public readonly float R, G, B;
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public Vertex(float3 xyz, float s, float t, float u, float v, float p, float c)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c) { }
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, float3.Ones) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c)
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public Vertex(float3 xyz, float s, float t, float u, float v, float p, float c, float3 tint)
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: this(xyz.X, xyz.Y, xyz.Z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, float3 tint)
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: this(x, y, z, s, t, u, v, p, c, tint.X, tint.Y, tint.Z) { }
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public Vertex(float x, float y, float z, float s, float t, float u, float v, float p, float c, float r, float g, float b)
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{
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X = x; Y = y; Z = z;
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S = s; T = t;
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U = u; V = v;
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P = p; C = c;
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R = r; G = g; B = b;
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}
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}
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}
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@@ -62,5 +62,6 @@ namespace OpenRA
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public override string ToString() { return "{0},{1},{2}".F(X, Y, Z); }
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public static readonly float3 Zero = new float3(0, 0, 0);
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public static readonly float3 Ones = new float3(1, 1, 1);
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}
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}
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