Rename VoxelRenderer to ModelRenderer.
This commit is contained in:
359
OpenRA.Game/Graphics/ModelRenderer.cs
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359
OpenRA.Game/Graphics/ModelRenderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public class ModelRenderProxy
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{
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public readonly Sprite Sprite;
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public readonly Sprite ShadowSprite;
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public readonly float ShadowDirection;
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public readonly float3[] ProjectedShadowBounds;
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public ModelRenderProxy(Sprite sprite, Sprite shadowSprite, float3[] projectedShadowBounds, float shadowDirection)
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{
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Sprite = sprite;
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ShadowSprite = shadowSprite;
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ProjectedShadowBounds = projectedShadowBounds;
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ShadowDirection = shadowDirection;
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}
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}
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public sealed class ModelRenderer : IDisposable
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{
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// Static constants
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static readonly float[] ShadowDiffuse = new float[] { 0, 0, 0 };
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static readonly float[] ShadowAmbient = new float[] { 1, 1, 1 };
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static readonly float2 SpritePadding = new float2(2, 2);
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static readonly float[] ZeroVector = new float[] { 0, 0, 0, 1 };
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static readonly float[] ZVector = new float[] { 0, 0, 1, 1 };
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static readonly float[] FlipMtx = Util.ScaleMatrix(1, -1, 1);
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static readonly float[] ShadowScaleFlipMtx = Util.ScaleMatrix(2, -2, 2);
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readonly Renderer renderer;
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readonly IShader shader;
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readonly Dictionary<Sheet, IFrameBuffer> mappedBuffers = new Dictionary<Sheet, IFrameBuffer>();
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readonly Stack<KeyValuePair<Sheet, IFrameBuffer>> unmappedBuffers = new Stack<KeyValuePair<Sheet, IFrameBuffer>>();
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readonly List<Pair<Sheet, Action>> doRender = new List<Pair<Sheet, Action>>();
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SheetBuilder sheetBuilder;
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public ModelRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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}
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public void SetPalette(ITexture palette)
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{
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shader.SetTexture("Palette", palette);
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}
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public void SetViewportParams(Size screen, float zoom, int2 scroll)
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{
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var a = 2f / renderer.SheetSize;
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var view = new float[]
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{
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a, 0, 0, 0,
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0, -a, 0, 0,
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0, 0, -2 * a, 0,
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-1, 1, 0, 1
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};
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shader.SetMatrix("View", view);
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}
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public ModelRenderProxy RenderAsync(
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WorldRenderer wr, IEnumerable<ModelAnimation> voxels, WRot camera, float scale,
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float[] groundNormal, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadowPalette)
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{
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// Correct for inverted y-axis
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var scaleTransform = Util.ScaleMatrix(scale, scale, scale);
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// Correct for bogus light source definition
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var lightYaw = Util.MakeFloatMatrix(new WRot(WAngle.Zero, WAngle.Zero, -lightSource.Yaw).AsMatrix());
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var lightPitch = Util.MakeFloatMatrix(new WRot(WAngle.Zero, -lightSource.Pitch, WAngle.Zero).AsMatrix());
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var shadowTransform = Util.MatrixMultiply(lightPitch, lightYaw);
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var invShadowTransform = Util.MatrixInverse(shadowTransform);
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var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());
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var invCameraTransform = Util.MatrixInverse(cameraTransform);
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if (invCameraTransform == null)
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throw new InvalidOperationException("Failed to invert the cameraTransform matrix during RenderAsync.");
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// Sprite rectangle
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var tl = new float2(float.MaxValue, float.MaxValue);
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var br = new float2(float.MinValue, float.MinValue);
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// Shadow sprite rectangle
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var stl = new float2(float.MaxValue, float.MaxValue);
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var sbr = new float2(float.MinValue, float.MinValue);
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foreach (var v in voxels)
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{
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// Convert screen offset back to world coords
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc()));
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var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
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var worldTransform = v.RotationFunc().Aggregate(Util.IdentityMatrix(),
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(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
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worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform);
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worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
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var bounds = v.Model.Bounds(v.FrameFunc());
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var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds);
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var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds);
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var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds);
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// Aggregate bounds rects
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tl = float2.Min(tl, new float2(screenBounds[0], screenBounds[1]));
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br = float2.Max(br, new float2(screenBounds[3], screenBounds[4]));
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stl = float2.Min(stl, new float2(shadowBounds[0], shadowBounds[1]));
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sbr = float2.Max(sbr, new float2(shadowBounds[3], shadowBounds[4]));
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}
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// Inflate rects to ensure rendering is within bounds
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tl -= SpritePadding;
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br += SpritePadding;
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stl -= SpritePadding;
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sbr += SpritePadding;
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// Corners of the shadow quad, in shadow-space
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var corners = new float[][]
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{
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new[] { stl.X, stl.Y, 0, 1 },
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new[] { sbr.X, sbr.Y, 0, 1 },
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new[] { sbr.X, stl.Y, 0, 1 },
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new[] { stl.X, sbr.Y, 0, 1 }
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};
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var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform);
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var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal);
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var screenCorners = new float3[4];
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for (var j = 0; j < 4; j++)
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{
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// Project to ground plane
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corners[j][2] = -(corners[j][1] * shadowGroundNormal[1] / shadowGroundNormal[2] +
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corners[j][0] * shadowGroundNormal[0] / shadowGroundNormal[2]);
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// Rotate to camera-space
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corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]);
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screenCorners[j] = new float3(corners[j][0], corners[j][1], 0);
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}
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// Shadows are rendered at twice the resolution to reduce artifacts
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Size spriteSize, shadowSpriteSize;
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int2 spriteOffset, shadowSpriteOffset;
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CalculateSpriteGeometry(tl, br, 1, out spriteSize, out spriteOffset);
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CalculateSpriteGeometry(stl, sbr, 2, out shadowSpriteSize, out shadowSpriteOffset);
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var sprite = sheetBuilder.Allocate(spriteSize, 0, spriteOffset);
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var shadowSprite = sheetBuilder.Allocate(shadowSpriteSize, 0, shadowSpriteOffset);
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var sb = sprite.Bounds;
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var ssb = shadowSprite.Bounds;
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var spriteCenter = new float2(sb.Left + sb.Width / 2, sb.Top + sb.Height / 2);
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var shadowCenter = new float2(ssb.Left + ssb.Width / 2, ssb.Top + ssb.Height / 2);
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var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0);
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var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0);
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var correctionTransform = Util.MatrixMultiply(translateMtx, FlipMtx);
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var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, ShadowScaleFlipMtx);
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doRender.Add(Pair.New<Sheet, Action>(sprite.Sheet, () =>
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{
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foreach (var v in voxels)
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{
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// Convert screen offset to world offset
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc()));
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var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
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var rotations = v.RotationFunc().Aggregate(Util.IdentityMatrix(),
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(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
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var worldTransform = Util.MatrixMultiply(scaleTransform, rotations);
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worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
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var transform = Util.MatrixMultiply(cameraTransform, worldTransform);
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transform = Util.MatrixMultiply(correctionTransform, transform);
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var shadow = Util.MatrixMultiply(shadowTransform, worldTransform);
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shadow = Util.MatrixMultiply(shadowCorrectionTransform, shadow);
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var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(rotations), invShadowTransform);
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var frame = v.FrameFunc();
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for (uint i = 0; i < v.Model.Sections; i++)
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{
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var rd = v.Model.RenderData(i);
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var t = v.Model.TransformationMatrix(i, frame);
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var it = Util.MatrixInverse(t);
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if (it == null)
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throw new InvalidOperationException("Failed to invert the transformed matrix of frame {0} during RenderAsync.".F(i));
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// Transform light vector from shadow -> world -> limb coords
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var lightDirection = ExtractRotationVector(Util.MatrixMultiply(it, lightTransform));
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Render(rd, Util.MatrixMultiply(transform, t), lightDirection,
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lightAmbientColor, lightDiffuseColor, color.TextureMidIndex, normals.TextureMidIndex);
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// Disable shadow normals by forcing zero diffuse and identity ambient light
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if (v.ShowShadow)
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Render(rd, Util.MatrixMultiply(shadow, t), lightDirection,
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ShadowAmbient, ShadowDiffuse, shadowPalette.TextureMidIndex, normals.TextureMidIndex);
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}
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}
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}));
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var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, ZVector);
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screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector);
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return new ModelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1]);
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}
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static void CalculateSpriteGeometry(float2 tl, float2 br, float scale, out Size size, out int2 offset)
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{
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var width = (int)(scale * (br.X - tl.X));
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var height = (int)(scale * (br.Y - tl.Y));
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offset = (0.5f * scale * (br + tl)).ToInt2();
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// Width and height must be even to avoid rendering glitches
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if ((width & 1) == 1)
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width += 1;
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if ((height & 1) == 1)
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height += 1;
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size = new Size(width, height);
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}
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static float[] ExtractRotationVector(float[] mtx)
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{
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var tVec = Util.MatrixVectorMultiply(mtx, ZVector);
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var tOrigin = Util.MatrixVectorMultiply(mtx, ZeroVector);
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tVec[0] -= tOrigin[0] * tVec[3] / tOrigin[3];
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tVec[1] -= tOrigin[1] * tVec[3] / tOrigin[3];
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tVec[2] -= tOrigin[2] * tVec[3] / tOrigin[3];
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// Renormalize
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var w = (float)Math.Sqrt(tVec[0] * tVec[0] + tVec[1] * tVec[1] + tVec[2] * tVec[2]);
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tVec[0] /= w;
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tVec[1] /= w;
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tVec[2] /= w;
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tVec[3] = 1f;
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return tVec;
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}
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void Render(
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VoxelRenderData renderData,
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float[] t, float[] lightDirection,
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float[] ambientLight, float[] diffuseLight,
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float colorPaletteTextureMidIndex, float normalsPaletteTextureMidIndex)
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{
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shader.SetTexture("DiffuseTexture", renderData.Sheet.GetTexture());
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shader.SetVec("PaletteRows", colorPaletteTextureMidIndex, normalsPaletteTextureMidIndex);
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shader.SetMatrix("TransformMatrix", t);
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shader.SetVec("LightDirection", lightDirection, 4);
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shader.SetVec("AmbientLight", ambientLight, 3);
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shader.SetVec("DiffuseLight", diffuseLight, 3);
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shader.Render(() => renderer.DrawBatch(Game.ModData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.TriangleList));
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}
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public void BeginFrame()
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{
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foreach (var kv in mappedBuffers)
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unmappedBuffers.Push(kv);
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mappedBuffers.Clear();
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sheetBuilder = new SheetBuilder(SheetType.BGRA, AllocateSheet);
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doRender.Clear();
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}
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IFrameBuffer EnableFrameBuffer(Sheet s)
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{
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var fbo = mappedBuffers[s];
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Game.Renderer.Flush();
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fbo.Bind();
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Game.Renderer.Device.EnableDepthBuffer();
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return fbo;
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}
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void DisableFrameBuffer(IFrameBuffer fbo)
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{
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Game.Renderer.Flush();
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Game.Renderer.Device.DisableDepthBuffer();
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fbo.Unbind();
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}
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public void EndFrame()
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{
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if (doRender.Count == 0)
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return;
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Sheet currentSheet = null;
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IFrameBuffer fbo = null;
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foreach (var v in doRender)
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{
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// Change sheet
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if (v.First != currentSheet)
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{
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if (fbo != null)
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DisableFrameBuffer(fbo);
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currentSheet = v.First;
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fbo = EnableFrameBuffer(currentSheet);
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}
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v.Second();
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}
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if (fbo != null)
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DisableFrameBuffer(fbo);
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}
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public Sheet AllocateSheet()
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{
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// Reuse cached fbo
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if (unmappedBuffers.Count > 0)
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{
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var kv = unmappedBuffers.Pop();
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mappedBuffers.Add(kv.Key, kv.Value);
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return kv.Key;
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}
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var size = new Size(renderer.SheetSize, renderer.SheetSize);
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var framebuffer = renderer.Device.CreateFrameBuffer(size);
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var sheet = new Sheet(SheetType.BGRA, framebuffer.Texture);
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mappedBuffers.Add(sheet, framebuffer);
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return sheet;
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}
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public void Dispose()
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{
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foreach (var kvp in mappedBuffers.Concat(unmappedBuffers))
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{
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kvp.Key.Dispose();
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kvp.Value.Dispose();
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}
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mappedBuffers.Clear();
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unmappedBuffers.Clear();
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}
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}
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}
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Block a user