Support multiple palettes in TerrainSpriteLayer.

This commit is contained in:
Paul Chote
2020-12-29 11:22:20 +00:00
committed by reaperrr
parent 281229e8b4
commit b0aa32cd1b
6 changed files with 56 additions and 64 deletions

View File

@@ -35,20 +35,20 @@ namespace OpenRA.Graphics
readonly WorldRenderer worldRenderer;
readonly Map map;
readonly PaletteReference palette;
readonly PaletteReference[] palettes;
public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, PaletteReference palette, bool restrictToBounds)
public TerrainSpriteLayer(World world, WorldRenderer wr, Sheet sheet, BlendMode blendMode, bool restrictToBounds)
{
worldRenderer = wr;
this.restrictToBounds = restrictToBounds;
Sheet = sheet;
BlendMode = blendMode;
this.palette = palette;
map = world.Map;
rowStride = 6 * map.MapSize.X;
vertices = new Vertex[rowStride * map.MapSize.Y];
palettes = new PaletteReference[map.MapSize.X * map.MapSize.Y];
vertexBuffer = Game.Renderer.Context.CreateVertexBuffer(vertices.Length);
emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
@@ -63,12 +63,11 @@ namespace OpenRA.Graphics
void UpdatePaletteIndices()
{
// Everything in the layer uses the same palette,
// so we can fix the indices in one pass
for (var i = 0; i < vertices.Length; i++)
{
var v = vertices[i];
vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, v.R, v.G, v.B, v.A);
var p = palettes[i / 6]?.TextureIndex ?? 0;
vertices[i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, p, v.C, v.R, v.G, v.B, v.A);
}
for (var row = 0; row < map.MapSize.Y; row++)
@@ -77,15 +76,15 @@ namespace OpenRA.Graphics
public void Clear(CPos cell)
{
Update(cell, null, true);
Update(cell, null, null, true);
}
public void Update(CPos cell, ISpriteSequence sequence, int frame)
public void Update(CPos cell, ISpriteSequence sequence, PaletteReference palette, int frame)
{
Update(cell, sequence.GetSprite(frame), sequence.IgnoreWorldTint);
Update(cell, sequence.GetSprite(frame), palette, sequence.IgnoreWorldTint);
}
public void Update(CPos cell, Sprite sprite, bool ignoreTint)
public void Update(CPos cell, Sprite sprite, PaletteReference palette, bool ignoreTint)
{
var xyz = float3.Zero;
if (sprite != null)
@@ -94,7 +93,7 @@ namespace OpenRA.Graphics
xyz = worldRenderer.Screen3DPosition(cellOrigin) + sprite.Offset - 0.5f * sprite.Size;
}
Update(cell.ToMPos(map.Grid.Type), sprite, xyz, ignoreTint);
Update(cell.ToMPos(map.Grid.Type), sprite, palette, xyz, ignoreTint);
}
void UpdateTint(MPos uv)
@@ -106,7 +105,7 @@ namespace OpenRA.Graphics
for (var i = 0; i < 6; i++)
{
var v = vertices[offset + i];
vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, noTint, 1f);
vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, noTint, 1f);
}
return;
@@ -131,13 +130,13 @@ namespace OpenRA.Graphics
for (var i = 0; i < 6; i++)
{
var v = vertices[offset + i];
vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, palette.TextureIndex, v.C, weights[CornerVertexMap[i]], 1f);
vertices[offset + i] = new Vertex(v.X, v.Y, v.Z, v.S, v.T, v.U, v.V, v.P, v.C, weights[CornerVertexMap[i]], 1f);
}
dirtyRows.Add(uv.V);
}
public void Update(MPos uv, Sprite sprite, in float3 pos, bool ignoreTint)
public void Update(MPos uv, Sprite sprite, PaletteReference palette, in float3 pos, bool ignoreTint)
{
if (sprite != null)
{
@@ -155,7 +154,8 @@ namespace OpenRA.Graphics
return;
var offset = rowStride * uv.V + 6 * uv.U;
Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette.TextureIndex, offset, sprite.Size, float3.Ones, 1f);
Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette?.TextureIndex ?? 0, offset, sprite.Size, float3.Ones, 1f);
palettes[uv.V * map.MapSize.X + uv.U] = palette;
if (worldRenderer.TerrainLighting != null)
{