Merge pull request #7305 from RoosterDragon/shroud-lazy-update

Vastly improve shroud rendering performance.
This commit is contained in:
Oliver Brakmann
2015-02-20 23:59:48 +01:00
2 changed files with 208 additions and 149 deletions

View File

@@ -8,6 +8,7 @@
*/
#endregion
using System;
using System.Drawing;
namespace OpenRA.Graphics
@@ -49,6 +50,17 @@ namespace OpenRA.Graphics
}
}
void SetRenderStateForSprite(Sprite s)
{
renderer.CurrentBatchRenderer = this;
if (s.Sheet != currentSheet || s.BlendMode != currentBlend || nv + 4 > renderer.TempBufferSize)
Flush();
currentBlend = s.BlendMode;
currentSheet = s.Sheet;
}
public void DrawSprite(Sprite s, float2 location, PaletteReference pal)
{
DrawSprite(s, location, pal.TextureIndex, s.Size);
@@ -61,19 +73,7 @@ namespace OpenRA.Graphics
void DrawSprite(Sprite s, float2 location, float paletteTextureIndex, float2 size)
{
renderer.CurrentBatchRenderer = this;
if (s.Sheet != currentSheet)
Flush();
if (s.BlendMode != currentBlend)
Flush();
if (nv + 4 > renderer.TempBufferSize)
Flush();
currentBlend = s.BlendMode;
currentSheet = s.Sheet;
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
nv += 4;
}
@@ -91,23 +91,18 @@ namespace OpenRA.Graphics
public void DrawSprite(Sprite s, float2 a, float2 b, float2 c, float2 d)
{
renderer.CurrentBatchRenderer = this;
if (s.Sheet != currentSheet)
Flush();
if (s.BlendMode != currentBlend)
Flush();
if (nv + 4 > renderer.TempBufferSize)
Flush();
currentSheet = s.Sheet;
currentBlend = s.BlendMode;
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);
nv += 4;
}
public void DrawSprite(Sprite s, Vertex[] sourceVertices, int offset)
{
SetRenderStateForSprite(s);
Array.Copy(sourceVertices, offset, vertices, nv, 4);
nv += 4;
}
public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet)
{
shader.SetTexture("DiffuseTexture", sheet.GetTexture());

View File

@@ -65,38 +65,35 @@ namespace OpenRA.Mods.Common.Traits
All = Top | Right | Bottom | Left
}
struct ShroudTile
struct TileInfo
{
public readonly float2 ScreenPosition;
public readonly byte Variant;
public Sprite Fog;
public Sprite Shroud;
public ShroudTile(float2 screenPosition, byte variant)
public TileInfo(float2 screenPosition, byte variant)
{
ScreenPosition = screenPosition;
Variant = variant;
Fog = null;
Shroud = null;
}
}
readonly ShroudRendererInfo info;
readonly Sprite[] shroudSprites, fogSprites;
readonly byte[] spriteMap;
readonly CellLayer<ShroudTile> tiles;
readonly byte variantStride;
readonly Map map;
readonly Edges notVisibleEdges;
readonly byte variantStride;
readonly byte[] edgesToSpriteIndexOffset;
bool clearedForNullShroud;
int lastShroudHash;
CellRegion updatedRegion;
readonly CellLayer<TileInfo> tileInfos;
readonly CellLayer<bool> shroudDirty;
readonly Vertex[] fogVertices, shroudVertices;
readonly Sprite[] fogSprites, shroudSprites;
readonly CellLayer<Sprite> fogSpriteLayer, shroudSpriteLayer;
PaletteReference fogPalette, shroudPalette;
Shroud currentShroud;
bool mapBorderShroudIsCached;
public ShroudRenderer(World world, ShroudRendererInfo info)
{
if (info.ShroudVariants.Length != info.FogVariants.Length)
@@ -114,7 +111,13 @@ namespace OpenRA.Mods.Common.Traits
this.info = info;
map = world.Map;
tiles = new CellLayer<ShroudTile>(map);
tileInfos = new CellLayer<TileInfo>(map);
shroudDirty = new CellLayer<bool>(map);
var verticesLength = map.MapSize.X * map.MapSize.Y * 4;
fogVertices = new Vertex[verticesLength];
shroudVertices = new Vertex[verticesLength];
fogSpriteLayer = new CellLayer<Sprite>(map);
shroudSpriteLayer = new CellLayer<Sprite>(map);
// Load sprite variants
var variantCount = info.ShroudVariants.Length;
@@ -141,16 +144,31 @@ namespace OpenRA.Mods.Common.Traits
}
// Mapping of shrouded directions -> sprite index
spriteMap = new byte[(byte)(info.UseExtendedIndex ? Edges.All : Edges.AllCorners) + 1];
edgesToSpriteIndexOffset = new byte[(byte)(info.UseExtendedIndex ? Edges.All : Edges.AllCorners) + 1];
for (var i = 0; i < info.Index.Length; i++)
spriteMap[info.Index[i]] = (byte)i;
edgesToSpriteIndexOffset[info.Index[i]] = (byte)i;
if (info.OverrideFullShroud != null)
spriteMap[info.OverrideShroudIndex] = (byte)(variantStride - 1);
edgesToSpriteIndexOffset[info.OverrideShroudIndex] = (byte)(variantStride - 1);
notVisibleEdges = info.UseExtendedIndex ? Edges.AllSides : Edges.AllCorners;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
// Initialize tile cache
// Adds a 1-cell border around the border to cover any sprites peeking outside the map
foreach (var uv in CellRegion.Expand(w.Map.Cells, 1).MapCoords)
{
var screen = wr.ScreenPosition(w.Map.CenterOfCell(uv.ToCPos(map)));
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tileInfos[uv] = new TileInfo(screen, variant);
}
fogPalette = wr.Palette(info.FogPalette);
shroudPalette = wr.Palette(info.ShroudPalette);
}
Edges GetEdges(MPos uv, Func<MPos, bool> isVisible)
{
if (!isVisible(uv))
@@ -158,7 +176,7 @@ namespace OpenRA.Mods.Common.Traits
var cell = uv.ToCPos(map);
// If a side is shrouded then we also count the corners
// If a side is shrouded then we also count the corners.
var edge = Edges.None;
if (!isVisible((cell + new CVec(0, -1)).ToMPos(map))) edge |= Edges.Top;
if (!isVisible((cell + new CVec(1, 0)).ToMPos(map))) edge |= Edges.Right;
@@ -180,125 +198,171 @@ namespace OpenRA.Mods.Common.Traits
return info.UseExtendedIndex ? edge ^ ucorner : edge & Edges.AllCorners;
}
Edges GetObserverEdges(CPos p)
public void RenderShroud(WorldRenderer wr, Shroud shroud)
{
var u = Edges.None;
if (!map.Contains(p + new CVec(0, -1))) u |= Edges.Top;
if (!map.Contains(p + new CVec(1, 0))) u |= Edges.Right;
if (!map.Contains(p + new CVec(0, 1))) u |= Edges.Bottom;
if (!map.Contains(p + new CVec(-1, 0))) u |= Edges.Left;
var ucorner = u & Edges.AllCorners;
if (!map.Contains(p + new CVec(-1, -1))) u |= Edges.TopLeft;
if (!map.Contains(p + new CVec(1, -1))) u |= Edges.TopRight;
if (!map.Contains(p + new CVec(1, 1))) u |= Edges.BottomRight;
if (!map.Contains(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
Update(shroud);
Render(wr.Viewport.VisibleCells);
}
public void WorldLoaded(World w, WorldRenderer wr)
void Update(Shroud newShroud)
{
// Initialize tile cache
// Adds a 1-cell border around the border to cover any sprites peeking outside the map
foreach (var uv in CellRegion.Expand(w.Map.Cells, 1).MapCoords)
if (currentShroud != newShroud)
{
var screen = wr.ScreenPosition(w.Map.CenterOfCell(uv.ToCPos(map)));
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tiles[uv] = new ShroudTile(screen, variant);
if (currentShroud != null)
currentShroud.CellEntryChanged -= MarkCellAndNeighborsDirty;
// Set the cells outside the border so they don't need to be touched again
if (!map.Contains(uv))
if (newShroud != null)
{
var shroudTile = tiles[uv];
shroudTile.Shroud = GetTile(shroudSprites, notVisibleEdges, variant);
tiles[uv] = shroudTile;
shroudDirty.Clear(true);
newShroud.CellEntryChanged += MarkCellAndNeighborsDirty;
}
currentShroud = newShroud;
}
fogPalette = wr.Palette(info.FogPalette);
shroudPalette = wr.Palette(info.ShroudPalette);
if (currentShroud != null)
{
mapBorderShroudIsCached = false;
}
else if (!mapBorderShroudIsCached)
{
mapBorderShroudIsCached = true;
CacheMapBorderShroud();
}
}
Sprite GetTile(Sprite[] sprites, Edges edges, int variant)
void MarkCellAndNeighborsDirty(CPos cell)
{
// Mark this cell and its 8 neighbors as being out of date.
// We don't want to do anything more than this for several performance reasons:
// - If the cells remain off-screen for a long time, they may change several times before we next view
// them, so calculating their new vertices is wasted effort since we may recalculate them again before we
// even get a chance to render them.
// - Cells tend to be invalidated in groups (imagine as a unit moves, it advances a wave of sight and
// leaves a trail of fog filling in behind). If we recalculated a cell and its neighbors when the first
// cell in a group changed, many cells would be recalculated again when the second cell, right next to the
// first, is updated. In fact we might do on the order of 3x the work we needed to!
shroudDirty[cell + new CVec(-1, -1)] = true;
shroudDirty[cell + new CVec(0, -1)] = true;
shroudDirty[cell + new CVec(1, -1)] = true;
shroudDirty[cell + new CVec(-1, 0)] = true;
shroudDirty[cell] = true;
shroudDirty[cell + new CVec(1, 0)] = true;
shroudDirty[cell + new CVec(-1, 1)] = true;
shroudDirty[cell + new CVec(0, 1)] = true;
shroudDirty[cell + new CVec(1, 1)] = true;
}
void CacheMapBorderShroud()
{
// Cache the whole of the map border shroud ahead of time, since it never changes.
Func<MPos, bool> mapContains = map.Contains;
foreach (var uv in CellRegion.Expand(map.Cells, 1).MapCoords)
{
var offset = VertexArrayOffset(uv);
var edges = GetEdges(uv, mapContains);
var tileInfo = tileInfos[uv];
CacheTile(uv, offset, edges, tileInfo, shroudSprites, shroudVertices, shroudPalette, shroudSpriteLayer);
CacheTile(uv, offset, edges, tileInfo, fogSprites, fogVertices, fogPalette, fogSpriteLayer);
}
}
void Render(CellRegion visibleRegion)
{
var renderRegion = CellRegion.Expand(visibleRegion, 1).MapCoords;
if (currentShroud == null)
{
RenderMapBorderShroud(renderRegion);
return;
}
RenderPlayerShroud(visibleRegion, renderRegion);
}
void RenderMapBorderShroud(CellRegion.MapCoordsRegion renderRegion)
{
// Render the shroud that just encroaches at the map border. This shroud is always fully cached, so we can
// just render straight from the cache.
foreach (var uv in renderRegion)
{
var offset = VertexArrayOffset(uv);
RenderCachedTile(shroudSpriteLayer[uv], shroudVertices, offset);
RenderCachedTile(fogSpriteLayer[uv], fogVertices, offset);
}
}
void RenderPlayerShroud(CellRegion visibleRegion, CellRegion.MapCoordsRegion renderRegion)
{
// Render the shroud by drawing the appropriate tile over each cell that is visible on-screen.
// For performance we keep a cache tiles we have drawn previously so we don't have to recalculate the
// vertices for tiles every frame, since this is costly.
// Any shroud marked as dirty has either never been calculated, or has changed since we last drew that
// tile. We will calculate the vertices for that tile and cache them before drawing it.
// Any shroud that is not marked as dirty means our cached tile is still correct - we can just draw the
// cached vertices.
var visibleUnderShroud = currentShroud.IsExploredTest(visibleRegion);
var visibleUnderFog = currentShroud.IsVisibleTest(visibleRegion);
foreach (var uv in renderRegion)
{
var offset = VertexArrayOffset(uv);
if (shroudDirty[uv])
{
shroudDirty[uv] = false;
RenderDirtyTile(uv, offset, visibleUnderShroud, shroudSprites, shroudVertices, shroudPalette, shroudSpriteLayer);
RenderDirtyTile(uv, offset, visibleUnderFog, fogSprites, fogVertices, fogPalette, fogSpriteLayer);
}
else
{
RenderCachedTile(shroudSpriteLayer[uv], shroudVertices, offset);
RenderCachedTile(fogSpriteLayer[uv], fogVertices, offset);
}
}
}
int VertexArrayOffset(MPos uv)
{
return 4 * (uv.V * map.MapSize.X + uv.U);
}
void RenderDirtyTile(MPos uv, int offset, Func<MPos, bool> isVisible,
Sprite[] sprites, Vertex[] vertices, PaletteReference palette, CellLayer<Sprite> spriteLayer)
{
var tile = tileInfos[uv];
var edges = GetEdges(uv, isVisible);
var sprite = CacheTile(uv, offset, edges, tile, sprites, vertices, palette, spriteLayer);
RenderCachedTile(sprite, vertices, offset);
}
void RenderCachedTile(Sprite sprite, Vertex[] vertices, int offset)
{
if (sprite != null)
Game.Renderer.WorldSpriteRenderer.DrawSprite(sprite, vertices, offset);
}
Sprite CacheTile(MPos uv, int offset, Edges edges, TileInfo tileInfo,
Sprite[] sprites, Vertex[] vertices, PaletteReference palette, CellLayer<Sprite> spriteLayer)
{
var sprite = GetSprite(sprites, edges, tileInfo.Variant);
if (sprite != null)
{
var size = sprite.Size;
var location = tileInfo.ScreenPosition - 0.5f * size;
OpenRA.Graphics.Util.FastCreateQuad(
vertices, location + sprite.FractionalOffset * size,
sprite, palette.TextureIndex, offset, size);
}
spriteLayer[uv] = sprite;
return sprite;
}
Sprite GetSprite(Sprite[] sprites, Edges edges, int variant)
{
if (edges == Edges.None)
return null;
return sprites[variant * variantStride + spriteMap[(byte)edges]];
}
void Update(Shroud shroud, CellRegion region)
{
if (shroud != null)
{
// If the current shroud hasn't changed and we have already updated the specified area, we don't need to do anything.
if (lastShroudHash == shroud.Hash && !clearedForNullShroud && updatedRegion != null && updatedRegion.Contains(region))
return;
lastShroudHash = shroud.Hash;
clearedForNullShroud = false;
updatedRegion = region;
UpdateShroud(shroud);
}
else if (!clearedForNullShroud)
{
// We need to clear any applied shroud.
clearedForNullShroud = true;
updatedRegion = new CellRegion(map.TileShape, new CPos(0, 0), new CPos(-1, -1));
UpdateNullShroud();
}
}
void UpdateShroud(Shroud shroud)
{
var visibleUnderShroud = shroud.IsExploredTest(updatedRegion);
var visibleUnderFog = shroud.IsVisibleTest(updatedRegion);
foreach (var uv in updatedRegion.MapCoords)
{
var shrouded = GetEdges(uv, visibleUnderShroud);
var fogged = GetEdges(uv, visibleUnderFog);
var shroudTile = tiles[uv];
var variant = shroudTile.Variant;
shroudTile.Shroud = GetTile(shroudSprites, shrouded, variant);
shroudTile.Fog = GetTile(fogSprites, fogged, variant);
tiles[uv] = shroudTile;
}
}
void UpdateNullShroud()
{
foreach (var cell in map.Cells)
{
var edges = GetObserverEdges(cell);
var shroudTile = tiles[cell];
var variant = shroudTile.Variant;
shroudTile.Shroud = GetTile(shroudSprites, edges, variant);
shroudTile.Fog = GetTile(fogSprites, edges, variant);
tiles[cell] = shroudTile;
}
}
public void RenderShroud(WorldRenderer wr, Shroud shroud)
{
Update(shroud, wr.Viewport.VisibleCells);
foreach (var uv in CellRegion.Expand(wr.Viewport.VisibleCells, 1).MapCoords)
{
var t = tiles[uv];
if (t.Shroud != null)
{
var pos = t.ScreenPosition - 0.5f * t.Shroud.Size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Shroud, pos, shroudPalette);
}
if (t.Fog != null)
{
var pos = t.ScreenPosition - 0.5f * t.Fog.Size;
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Fog, pos, fogPalette);
}
}
return sprites[variant * variantStride + edgesToSpriteIndexOffset[(byte)edges]];
}
}
}