@@ -30,6 +30,7 @@ namespace OpenRA.Graphics
|
||||
public SpriteRenderer WorldSpriteRenderer { get; private set; }
|
||||
public QuadRenderer WorldQuadRenderer { get; private set; }
|
||||
public LineRenderer WorldLineRenderer { get; private set; }
|
||||
public VoxelRenderer WorldVoxelRenderer { get; private set; }
|
||||
public LineRenderer LineRenderer { get; private set; }
|
||||
public SpriteRenderer RgbaSpriteRenderer { get; private set; }
|
||||
public SpriteRenderer SpriteRenderer { get; private set; }
|
||||
@@ -46,6 +47,7 @@ namespace OpenRA.Graphics
|
||||
|
||||
WorldSpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
|
||||
WorldLineRenderer = new LineRenderer(this, device.CreateShader("line"));
|
||||
WorldVoxelRenderer = new VoxelRenderer(this, device.CreateShader("vxl"), device.CreateShader("vxlshadow"));
|
||||
LineRenderer = new LineRenderer(this, device.CreateShader("line"));
|
||||
WorldQuadRenderer = new QuadRenderer(this, device.CreateShader("line"));
|
||||
RgbaSpriteRenderer = new SpriteRenderer(this, device.CreateShader("rgba"));
|
||||
@@ -71,6 +73,7 @@ namespace OpenRA.Graphics
|
||||
WorldLineRenderer.SetViewportParams(Resolution, zoom, scroll);
|
||||
WorldQuadRenderer.SetViewportParams(Resolution, zoom, scroll);
|
||||
LineRenderer.SetViewportParams(Resolution, 1f, float2.Zero);
|
||||
WorldVoxelRenderer.SetViewportParams(Resolution, zoom, scroll);
|
||||
}
|
||||
|
||||
ITexture currentPaletteTexture;
|
||||
@@ -85,6 +88,7 @@ namespace OpenRA.Graphics
|
||||
RgbaSpriteRenderer.SetPalette(currentPaletteTexture);
|
||||
SpriteRenderer.SetPalette(currentPaletteTexture);
|
||||
WorldSpriteRenderer.SetPalette(currentPaletteTexture);
|
||||
WorldVoxelRenderer.SetPalette(currentPaletteTexture);
|
||||
}
|
||||
|
||||
public void EndFrame(IInputHandler inputHandler)
|
||||
@@ -186,5 +190,29 @@ namespace OpenRA.Graphics
|
||||
Flush();
|
||||
Device.DisableScissor();
|
||||
}
|
||||
|
||||
public void EnableDepthBuffer()
|
||||
{
|
||||
Flush();
|
||||
Device.EnableDepthBuffer();
|
||||
}
|
||||
|
||||
public void DisableDepthBuffer()
|
||||
{
|
||||
Flush();
|
||||
Device.DisableDepthBuffer();
|
||||
}
|
||||
|
||||
public void EnableStencilBuffer()
|
||||
{
|
||||
Flush();
|
||||
Device.EnableStencilBuffer();
|
||||
}
|
||||
|
||||
public void DisableStencilBuffer()
|
||||
{
|
||||
Flush();
|
||||
Device.DisableStencilBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -53,5 +53,181 @@ namespace OpenRA.Graphics
|
||||
destOffset += destSkip;
|
||||
}
|
||||
}
|
||||
|
||||
public static float[] IdentityMatrix()
|
||||
{
|
||||
return Exts.MakeArray(16, j => (j % 5 == 0) ? 1.0f : 0);
|
||||
}
|
||||
|
||||
public static float[] ScaleMatrix(float sx, float sy, float sz)
|
||||
{
|
||||
var mtx = IdentityMatrix();
|
||||
mtx[0] = sx;
|
||||
mtx[5] = sy;
|
||||
mtx[10] = sz;
|
||||
return mtx;
|
||||
}
|
||||
|
||||
public static float[] TranslationMatrix(float x, float y, float z)
|
||||
{
|
||||
var mtx = IdentityMatrix();
|
||||
mtx[12] = x;
|
||||
mtx[13] = y;
|
||||
mtx[14] = z;
|
||||
return mtx;
|
||||
}
|
||||
|
||||
public static float[] MatrixMultiply(float[] lhs, float[] rhs)
|
||||
{
|
||||
var mtx = new float[16];
|
||||
for (var i = 0; i < 4; i++)
|
||||
for (var j = 0; j < 4; j++)
|
||||
{
|
||||
mtx[4*i + j] = 0;
|
||||
for (var k = 0; k < 4; k++)
|
||||
mtx[4*i + j] += lhs[4*k + j]*rhs[4*i + k];
|
||||
}
|
||||
|
||||
return mtx;
|
||||
}
|
||||
|
||||
public static float[] MatrixVectorMultiply(float[] mtx, float[] vec)
|
||||
{
|
||||
var ret = new float[4];
|
||||
for (var j = 0; j < 4; j++)
|
||||
{
|
||||
ret[j] = 0;
|
||||
for (var k = 0; k < 4; k++)
|
||||
ret[j] += mtx[4*k + j]*vec[k];
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static float[] MatrixInverse(float[] m)
|
||||
{
|
||||
var mtx = new float[16];
|
||||
|
||||
mtx[0] = m[5]*m[10]*m[15] -
|
||||
m[5]*m[11]*m[14] -
|
||||
m[9]*m[6]*m[15] +
|
||||
m[9]*m[7]*m[14] +
|
||||
m[13]*m[6]*m[11] -
|
||||
m[13]*m[7]*m[10];
|
||||
|
||||
mtx[4] = -m[4]*m[10]*m[15] +
|
||||
m[4]*m[11]*m[14] +
|
||||
m[8]*m[6]*m[15] -
|
||||
m[8]*m[7]*m[14] -
|
||||
m[12]*m[6]*m[11] +
|
||||
m[12]*m[7]*m[10];
|
||||
|
||||
mtx[8] = m[4]*m[9]*m[15] -
|
||||
m[4]*m[11]*m[13] -
|
||||
m[8]*m[5]*m[15] +
|
||||
m[8]*m[7]*m[13] +
|
||||
m[12]*m[5]*m[11] -
|
||||
m[12]*m[7]*m[9];
|
||||
|
||||
mtx[12] = -m[4]*m[9]*m[14] +
|
||||
m[4]*m[10]*m[13] +
|
||||
m[8]*m[5]*m[14] -
|
||||
m[8]*m[6]*m[13] -
|
||||
m[12]*m[5]*m[10] +
|
||||
m[12]*m[6]*m[9];
|
||||
|
||||
mtx[1] = -m[1]*m[10]*m[15] +
|
||||
m[1]*m[11]*m[14] +
|
||||
m[9]*m[2]*m[15] -
|
||||
m[9]*m[3]*m[14] -
|
||||
m[13]*m[2]*m[11] +
|
||||
m[13]*m[3]*m[10];
|
||||
|
||||
mtx[5] = m[0]*m[10]*m[15] -
|
||||
m[0]*m[11]*m[14] -
|
||||
m[8]*m[2]*m[15] +
|
||||
m[8]*m[3]*m[14] +
|
||||
m[12]*m[2]*m[11] -
|
||||
m[12]*m[3]*m[10];
|
||||
|
||||
mtx[9] = -m[0]*m[9]*m[15] +
|
||||
m[0]*m[11]*m[13] +
|
||||
m[8]*m[1]*m[15] -
|
||||
m[8]*m[3]*m[13] -
|
||||
m[12]*m[1]*m[11] +
|
||||
m[12]*m[3]*m[9];
|
||||
|
||||
mtx[13] = m[0]*m[9]*m[14] -
|
||||
m[0]*m[10]*m[13] -
|
||||
m[8]*m[1]*m[14] +
|
||||
m[8]*m[2]*m[13] +
|
||||
m[12]*m[1]*m[10] -
|
||||
m[12]*m[2]*m[9];
|
||||
|
||||
mtx[2] = m[1]*m[6]*m[15] -
|
||||
m[1]*m[7]*m[14] -
|
||||
m[5]*m[2]*m[15] +
|
||||
m[5]*m[3]*m[14] +
|
||||
m[13]*m[2]*m[7] -
|
||||
m[13]*m[3]*m[6];
|
||||
|
||||
mtx[6] = -m[0]*m[6]*m[15] +
|
||||
m[0]*m[7]*m[14] +
|
||||
m[4]*m[2]*m[15] -
|
||||
m[4]*m[3]*m[14] -
|
||||
m[12]*m[2]*m[7] +
|
||||
m[12]*m[3]*m[6];
|
||||
|
||||
mtx[10] = m[0]*m[5]*m[15] -
|
||||
m[0]*m[7]*m[13] -
|
||||
m[4]*m[1]*m[15] +
|
||||
m[4]*m[3]*m[13] +
|
||||
m[12]*m[1]*m[7] -
|
||||
m[12]*m[3]*m[5];
|
||||
|
||||
mtx[14] = -m[0]*m[5]*m[14] +
|
||||
m[0]*m[6]*m[13] +
|
||||
m[4]*m[1]*m[14] -
|
||||
m[4]*m[2]*m[13] -
|
||||
m[12]*m[1]*m[6] +
|
||||
m[12]*m[2]*m[5];
|
||||
|
||||
mtx[3] = -m[1]*m[6]*m[11] +
|
||||
m[1]*m[7]*m[10] +
|
||||
m[5]*m[2]*m[11] -
|
||||
m[5]*m[3]*m[10] -
|
||||
m[9]*m[2]*m[7] +
|
||||
m[9]*m[3]*m[6];
|
||||
|
||||
mtx[7] = m[0]*m[6]*m[11] -
|
||||
m[0]*m[7]*m[10] -
|
||||
m[4]*m[2]*m[11] +
|
||||
m[4]*m[3]*m[10] +
|
||||
m[8]*m[2]*m[7] -
|
||||
m[8]*m[3]*m[6];
|
||||
|
||||
mtx[11] = -m[0]*m[5]*m[11] +
|
||||
m[0]*m[7]*m[9] +
|
||||
m[4]*m[1]*m[11] -
|
||||
m[4]*m[3]*m[9] -
|
||||
m[8]*m[1]*m[7] +
|
||||
m[8]*m[3]*m[5];
|
||||
|
||||
mtx[15] = m[0]*m[5]*m[10] -
|
||||
m[0]*m[6]*m[9] -
|
||||
m[4]*m[1]*m[10] +
|
||||
m[4]*m[2]*m[9] +
|
||||
m[8]*m[1]*m[6] -
|
||||
m[8]*m[2]*m[5];
|
||||
|
||||
var det = m[0]*mtx[0] + m[1]*mtx[4] + m[2]*mtx[8] + m[3]*mtx[12];
|
||||
if (det == 0)
|
||||
return null;
|
||||
|
||||
for (var i = 0; i < 16; i++)
|
||||
mtx[i] *= 1/det;
|
||||
|
||||
return mtx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
161
OpenRA.Game/Graphics/Voxel.cs
Normal file
161
OpenRA.Game/Graphics/Voxel.cs
Normal file
@@ -0,0 +1,161 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.FileFormats.Graphics;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
struct Limb
|
||||
{
|
||||
public float Scale;
|
||||
public float[] Bounds;
|
||||
public byte[] Size;
|
||||
public VoxelRenderData RenderData;
|
||||
}
|
||||
|
||||
public class Voxel
|
||||
{
|
||||
Limb[] limbs;
|
||||
HvaReader hva;
|
||||
VoxelLoader loader;
|
||||
|
||||
float[][] transform, lightDirection, groundNormal;
|
||||
float[] groundZ;
|
||||
|
||||
public Voxel(VoxelLoader loader, VxlReader vxl, HvaReader hva)
|
||||
{
|
||||
this.hva = hva;
|
||||
this.loader = loader;
|
||||
|
||||
limbs = new Limb[vxl.LimbCount];
|
||||
for (var i = 0; i < vxl.LimbCount; i++)
|
||||
{
|
||||
var vl = vxl.Limbs[i];
|
||||
var l = new Limb();
|
||||
l.Scale = vl.Scale;
|
||||
l.Bounds = (float[])vl.Bounds.Clone();
|
||||
l.Size = (byte[])vl.Size.Clone();
|
||||
l.RenderData = loader.GenerateRenderData(vxl.Limbs[i]);
|
||||
limbs[i] = l;
|
||||
}
|
||||
|
||||
transform = new float[vxl.LimbCount][];
|
||||
lightDirection = new float[vxl.LimbCount][];
|
||||
groundNormal = new float[vxl.LimbCount][];
|
||||
groundZ = new float[vxl.LimbCount];
|
||||
}
|
||||
|
||||
// Extract the rotation components from a matrix and apply them to a vector
|
||||
static float[] ExtractRotationVector(float[] mtx, WVec vec)
|
||||
{
|
||||
var tVec = Util.MatrixVectorMultiply(mtx, new float[] {vec.X, vec.Y, vec.Z, 1});
|
||||
var tOrigin = Util.MatrixVectorMultiply(mtx, new float[] {0,0,0,1});
|
||||
tVec[0] -= tOrigin[0]*tVec[3]/tOrigin[3];
|
||||
tVec[1] -= tOrigin[1]*tVec[3]/tOrigin[3];
|
||||
tVec[2] -= tOrigin[2]*tVec[3]/tOrigin[3];
|
||||
|
||||
// Renormalize
|
||||
var w = (float)Math.Sqrt(tVec[0]*tVec[0] + tVec[1]*tVec[1] + tVec[2]*tVec[2]);
|
||||
tVec[0] /= w;
|
||||
tVec[1] /= w;
|
||||
tVec[2] /= w;
|
||||
tVec[3] = 1f;
|
||||
|
||||
return tVec;
|
||||
}
|
||||
|
||||
static float[] MakeFloatMatrix(int[] imtx)
|
||||
{
|
||||
var fmtx = new float[16];
|
||||
for (var i = 0; i < 16; i++)
|
||||
fmtx[i] = imtx[i]*1f / imtx[15];
|
||||
return fmtx;
|
||||
}
|
||||
|
||||
public void Draw(VoxelRenderer r, float[] lightAmbientColor, float[] lightDiffuseColor,
|
||||
int colorPalette, int normalsPalette)
|
||||
{
|
||||
for (var i = 0; i < limbs.Length; i++)
|
||||
r.Render(loader, limbs[i].RenderData, transform[i], lightDirection[i],
|
||||
lightAmbientColor, lightDiffuseColor, colorPalette, normalsPalette);
|
||||
}
|
||||
|
||||
public void DrawShadow(VoxelRenderer r, int shadowPalette)
|
||||
{
|
||||
for (var i = 0; i < limbs.Length; i++)
|
||||
r.RenderShadow(loader, limbs[i].RenderData, transform[i], lightDirection[i],
|
||||
groundNormal[i], groundZ[i], shadowPalette);
|
||||
}
|
||||
|
||||
static readonly WVec forward = new WVec(1024,0,0);
|
||||
static readonly WVec up = new WVec(0,0,1024);
|
||||
public void PrepareForDraw(WorldRenderer wr, WPos pos, IEnumerable<WRot> rotations,
|
||||
WRot camera, uint frame, float scale, WRot lightSource)
|
||||
{
|
||||
// Calculate the shared view matrix components
|
||||
var pxPos = wr.ScreenPosition(pos);
|
||||
|
||||
// Rotations
|
||||
var rot = rotations.Reverse().Aggregate(MakeFloatMatrix(camera.AsMatrix()),
|
||||
(a,b) => Util.MatrixMultiply(a, MakeFloatMatrix(b.AsMatrix())));
|
||||
|
||||
// Each limb has its own transformation matrix
|
||||
for (uint i = 0; i < limbs.Length; i++)
|
||||
{
|
||||
Limb l = limbs[i];
|
||||
var t = Util.MatrixMultiply(Util.ScaleMatrix(1,-1,1),
|
||||
hva.TransformationMatrix(i, frame));
|
||||
// Fix limb position
|
||||
t[12] *= l.Scale*(l.Bounds[3] - l.Bounds[0]) / l.Size[0];
|
||||
t[13] *= l.Scale*(l.Bounds[4] - l.Bounds[1]) / l.Size[1];
|
||||
t[14] *= l.Scale*(l.Bounds[5] - l.Bounds[2]) / l.Size[2];
|
||||
t = Util.MatrixMultiply(t, Util.TranslationMatrix(l.Bounds[0], l.Bounds[1], l.Bounds[2]));
|
||||
|
||||
// Apply view matrix
|
||||
transform[i] = Util.MatrixMultiply(Util.TranslationMatrix(pxPos.X, pxPos.Y, pxPos.Y),
|
||||
Util.ScaleMatrix(scale*l.Scale, scale*l.Scale, scale*l.Scale));
|
||||
transform[i] = Util.MatrixMultiply(transform[i], rot);
|
||||
transform[i] = Util.MatrixMultiply(transform[i], t);
|
||||
|
||||
// Transform light direction into limb-space
|
||||
var undoPitch = MakeFloatMatrix(new WRot(camera.Pitch, WAngle.Zero, WAngle.Zero).AsMatrix());
|
||||
var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(transform[i]), undoPitch);
|
||||
|
||||
lightDirection[i] = ExtractRotationVector(lightTransform, forward.Rotate(lightSource));
|
||||
groundNormal[i] = ExtractRotationVector(Util.MatrixInverse(t), up);
|
||||
|
||||
// Hack: Extract the ground z position independently of y.
|
||||
groundZ[i] = (wr.ScreenPosition(pos).Y - wr.ScreenZPosition(pos, 0)) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
public uint Frames { get { return hva.FrameCount; }}
|
||||
public uint LimbCount { get { return (uint)limbs.Length; }}
|
||||
|
||||
public float[] Size
|
||||
{
|
||||
get
|
||||
{
|
||||
return limbs.Select(a => a.Size.Select(b => a.Scale*b).ToArray())
|
||||
.Aggregate((a,b) => new float[]
|
||||
{
|
||||
Math.Max(a[0], b[0]),
|
||||
Math.Max(a[1], b[1]),
|
||||
Math.Max(a[2], b[2])
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
35
OpenRA.Game/Graphics/VoxelAnimation.cs
Normal file
35
OpenRA.Game/Graphics/VoxelAnimation.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public struct VoxelAnimation
|
||||
{
|
||||
public readonly Voxel Voxel;
|
||||
public readonly Func<WVec> OffsetFunc;
|
||||
public readonly Func<IEnumerable<WRot>> RotationFunc;
|
||||
public readonly Func<bool> DisableFunc;
|
||||
public readonly Func<uint> FrameFunc;
|
||||
|
||||
public VoxelAnimation(Voxel voxel, Func<WVec> offset, Func<IEnumerable<WRot>> rotation, Func<bool> disable, Func<uint> frame)
|
||||
{
|
||||
Voxel = voxel;
|
||||
OffsetFunc = offset;
|
||||
RotationFunc = rotation;
|
||||
DisableFunc = disable;
|
||||
FrameFunc = frame;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
208
OpenRA.Game/Graphics/VoxelLoader.cs
Normal file
208
OpenRA.Game/Graphics/VoxelLoader.cs
Normal file
@@ -0,0 +1,208 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.FileFormats.Graphics;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public struct VoxelRenderData
|
||||
{
|
||||
public readonly int Start;
|
||||
public readonly int Count;
|
||||
public readonly Sheet Sheet;
|
||||
|
||||
public VoxelRenderData(int start, int count, Sheet sheet)
|
||||
{
|
||||
Start = start;
|
||||
Count = count;
|
||||
Sheet = sheet;
|
||||
}
|
||||
}
|
||||
|
||||
public class VoxelLoader
|
||||
{
|
||||
SheetBuilder sheetBuilder;
|
||||
|
||||
Cache<Pair<string,string>, Voxel> voxels;
|
||||
IVertexBuffer<Vertex> vertexBuffer;
|
||||
List<Vertex[]> vertices;
|
||||
int totalVertexCount;
|
||||
int cachedVertexCount;
|
||||
|
||||
public VoxelLoader()
|
||||
{
|
||||
voxels = new Cache<Pair<string,string>, Voxel>(LoadFile);
|
||||
vertices = new List<Vertex[]>();
|
||||
totalVertexCount = 0;
|
||||
cachedVertexCount = 0;
|
||||
|
||||
sheetBuilder = new SheetBuilder(SheetType.DualIndexed);
|
||||
}
|
||||
|
||||
static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
|
||||
Vertex[] GenerateSlicePlane(int su, int sv, Func<int,int,VxlElement> first, Func<int,int,VxlElement> second, Func<int, int, float[]> coord)
|
||||
{
|
||||
var colors = new byte[su*sv];
|
||||
var normals = new byte[su*sv];
|
||||
|
||||
var c = 0;
|
||||
for (var v = 0; v < sv; v++)
|
||||
for (var u = 0; u < su; u++)
|
||||
{
|
||||
var voxel = first(u,v) ?? second(u,v);
|
||||
colors[c] = voxel == null ? (byte)0 : voxel.Color;
|
||||
normals[c] = voxel == null ? (byte)0 : voxel.Normal;
|
||||
c++;
|
||||
}
|
||||
|
||||
Sprite s = sheetBuilder.Allocate(new Size(su, sv), false);
|
||||
Util.FastCopyIntoChannel(s, 0, colors);
|
||||
Util.FastCopyIntoChannel(s, 1, normals);
|
||||
s.sheet.MakeDirty();
|
||||
|
||||
var channels = new float2(channelSelect[(int)s.channel], channelSelect[(int)s.channel + 1]);
|
||||
return new Vertex[4]
|
||||
{
|
||||
new Vertex(coord(0, 0), s.FastMapTextureCoords(0), channels),
|
||||
new Vertex(coord(su, 0), s.FastMapTextureCoords(1), channels),
|
||||
new Vertex(coord(su, sv), s.FastMapTextureCoords(3), channels),
|
||||
new Vertex(coord(0, sv), s.FastMapTextureCoords(2), channels)
|
||||
};
|
||||
}
|
||||
|
||||
IEnumerable<Vertex[]> GenerateSlicePlanes(VxlLimb l)
|
||||
{
|
||||
Func<int,int,int,VxlElement> get = (x,y,z) =>
|
||||
{
|
||||
if (x < 0 || y < 0 || z < 0)
|
||||
return null;
|
||||
|
||||
if (x >= l.Size[0] || y >= l.Size[1] || z >= l.Size[2])
|
||||
return null;
|
||||
|
||||
var v = l.VoxelMap[(byte)x,(byte)y];
|
||||
if (v == null || !v.ContainsKey((byte)z))
|
||||
return null;
|
||||
|
||||
return l.VoxelMap[(byte)x,(byte)y][(byte)z];
|
||||
};
|
||||
|
||||
// Cull slices without any visible faces
|
||||
var xPlanes = new bool[l.Size[0]+1];
|
||||
var yPlanes = new bool[l.Size[1]+1];
|
||||
var zPlanes = new bool[l.Size[2]+1];
|
||||
for (var x = 0; x < l.Size[0]; x++)
|
||||
{
|
||||
for (var y = 0; y < l.Size[1]; y++)
|
||||
{
|
||||
for (var z = 0; z < l.Size[2]; z++)
|
||||
{
|
||||
if (get(x,y,z) == null)
|
||||
continue;
|
||||
|
||||
// Only generate a plane if it is actually visible
|
||||
if (!xPlanes[x] && get(x-1,y,z) == null)
|
||||
xPlanes[x] = true;
|
||||
if (!xPlanes[x+1] && get(x+1,y,z) == null)
|
||||
xPlanes[x+1] = true;
|
||||
|
||||
if (!yPlanes[y] && get(x,y-1,z) == null)
|
||||
yPlanes[y] = true;
|
||||
if (!yPlanes[y+1] && get(x,y+1,z) == null)
|
||||
yPlanes[y+1] = true;
|
||||
|
||||
if (!zPlanes[z] && get(x,y,z-1) == null)
|
||||
zPlanes[z] = true;
|
||||
if (!zPlanes[z+1] && get(x,y,z+1) == null)
|
||||
zPlanes[z+1] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var x = 0; x <= l.Size[0]; x++)
|
||||
if (xPlanes[x])
|
||||
yield return GenerateSlicePlane(l.Size[1], l.Size[2],
|
||||
(u,v) => get(x, u, v),
|
||||
(u,v) => get(x - 1, u, v),
|
||||
(u,v) => new float[] {x, u, v});
|
||||
|
||||
for (var y = 0; y <= l.Size[1]; y++)
|
||||
if (yPlanes[y])
|
||||
yield return GenerateSlicePlane(l.Size[0], l.Size[2],
|
||||
(u,v) => get(u, y, v),
|
||||
(u,v) => get(u, y - 1, v),
|
||||
(u,v) => new float[] {u, y, v});
|
||||
|
||||
for (var z = 0; z <= l.Size[2]; z++)
|
||||
if (zPlanes[z])
|
||||
yield return GenerateSlicePlane(l.Size[0], l.Size[1],
|
||||
(u,v) => get(u, v, z),
|
||||
(u,v) => get(u, v, z - 1),
|
||||
(u,v) => new float[] {u, v, z});
|
||||
}
|
||||
|
||||
public VoxelRenderData GenerateRenderData(VxlLimb l)
|
||||
{
|
||||
Vertex[] v;
|
||||
try
|
||||
{
|
||||
v = GenerateSlicePlanes(l).SelectMany(x => x).ToArray();
|
||||
}
|
||||
catch (SheetOverflowException)
|
||||
{
|
||||
// Sheet overflow - allocate a new sheet and try once more
|
||||
Log.Write("debug", "Voxel sheet overflow! Generating new sheet");
|
||||
sheetBuilder = new SheetBuilder(SheetType.DualIndexed);
|
||||
v = GenerateSlicePlanes(l).SelectMany(x => x).ToArray();
|
||||
}
|
||||
|
||||
vertices.Add(v);
|
||||
|
||||
var start = totalVertexCount;
|
||||
var count = v.Length;
|
||||
totalVertexCount += count;
|
||||
return new VoxelRenderData(start, count, sheetBuilder.Current);
|
||||
}
|
||||
|
||||
public void RefreshBuffer()
|
||||
{
|
||||
vertexBuffer = Game.Renderer.Device.CreateVertexBuffer(totalVertexCount);
|
||||
vertexBuffer.SetData(vertices.SelectMany(v => v).ToArray(), totalVertexCount);
|
||||
cachedVertexCount = totalVertexCount;
|
||||
}
|
||||
|
||||
public IVertexBuffer<Vertex> VertexBuffer
|
||||
{
|
||||
get
|
||||
{
|
||||
if (cachedVertexCount != totalVertexCount)
|
||||
RefreshBuffer();
|
||||
return vertexBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
Voxel LoadFile(Pair<string,string> files)
|
||||
{
|
||||
var vxl = new VxlReader(FileSystem.OpenWithExts(files.First, ".vxl"));
|
||||
var hva = new HvaReader(FileSystem.OpenWithExts(files.Second, ".hva"));
|
||||
return new Voxel(this, vxl, hva);
|
||||
}
|
||||
|
||||
public Voxel Load(string vxl, string hva)
|
||||
{
|
||||
return voxels[Pair.New(vxl, hva)];
|
||||
}
|
||||
}
|
||||
}
|
||||
88
OpenRA.Game/Graphics/VoxelProvider.cs
Normal file
88
OpenRA.Game/Graphics/VoxelProvider.cs
Normal file
@@ -0,0 +1,88 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public static class VoxelProvider
|
||||
{
|
||||
static Dictionary<string, Dictionary<string, Voxel>> units;
|
||||
|
||||
public static void Initialize(string[] voxelFiles, List<MiniYamlNode> voxelNodes)
|
||||
{
|
||||
units = new Dictionary<string, Dictionary<string, Voxel>>();
|
||||
|
||||
var sequences = voxelFiles
|
||||
.Select(s => MiniYaml.FromFile(s))
|
||||
.Aggregate(voxelNodes, MiniYaml.MergeLiberal);
|
||||
|
||||
foreach (var s in sequences)
|
||||
LoadVoxelsForUnit(s.Key, s.Value);
|
||||
|
||||
Game.modData.VoxelLoader.RefreshBuffer();
|
||||
}
|
||||
|
||||
static Voxel LoadVoxel(string unit, string name, MiniYaml info)
|
||||
{
|
||||
var vxl = unit;
|
||||
var hva = unit;
|
||||
if (info.Value != null)
|
||||
{
|
||||
var fields = info.Value.Split(new char[] {','}, StringSplitOptions.RemoveEmptyEntries);
|
||||
if (fields.Length >= 1)
|
||||
vxl = hva = fields[0].Trim();
|
||||
|
||||
if (fields.Length >= 2)
|
||||
hva = fields[1].Trim();
|
||||
}
|
||||
|
||||
return Game.modData.VoxelLoader.Load(vxl, hva);
|
||||
}
|
||||
|
||||
static void LoadVoxelsForUnit(string unit, MiniYaml sequences)
|
||||
{
|
||||
Game.modData.LoadScreen.Display();
|
||||
try
|
||||
{
|
||||
var seq = sequences.NodesDict.ToDictionary(x => x.Key, x => LoadVoxel(unit,x.Key,x.Value));
|
||||
units.Add(unit, seq);
|
||||
}
|
||||
catch (FileNotFoundException) {} // Do nothing; we can crash later if we actually wanted art
|
||||
}
|
||||
|
||||
public static Voxel GetVoxel(string unitName, string voxelName)
|
||||
{
|
||||
try { return units[unitName][voxelName]; }
|
||||
catch (KeyNotFoundException)
|
||||
{
|
||||
if (units.ContainsKey(unitName))
|
||||
throw new InvalidOperationException(
|
||||
"Unit `{0}` does not have a voxel `{1}`".F(unitName, voxelName));
|
||||
else
|
||||
throw new InvalidOperationException(
|
||||
"Unit `{0}` does not have any voxels defined.".F(unitName));
|
||||
}
|
||||
}
|
||||
|
||||
public static bool HasVoxel(string unit, string seq)
|
||||
{
|
||||
if (!units.ContainsKey(unit))
|
||||
throw new InvalidOperationException(
|
||||
"Unit `{0}` does not have any voxels defined.".F(unit));
|
||||
|
||||
return units[unit].ContainsKey(seq);
|
||||
}
|
||||
}
|
||||
}
|
||||
106
OpenRA.Game/Graphics/VoxelRenderable.cs
Normal file
106
OpenRA.Game/Graphics/VoxelRenderable.cs
Normal file
@@ -0,0 +1,106 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public struct VoxelRenderable : IRenderable
|
||||
{
|
||||
readonly IEnumerable<VoxelAnimation> voxels;
|
||||
readonly WPos pos;
|
||||
readonly int zOffset;
|
||||
readonly WRot camera;
|
||||
readonly WRot lightSource;
|
||||
readonly float[] lightAmbientColor;
|
||||
readonly float[] lightDiffuseColor;
|
||||
readonly PaletteReference palette;
|
||||
readonly PaletteReference normalsPalette;
|
||||
readonly PaletteReference shadowPalette;
|
||||
readonly float scale;
|
||||
|
||||
public VoxelRenderable(IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
|
||||
WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
|
||||
PaletteReference color, PaletteReference normals, PaletteReference shadow)
|
||||
{
|
||||
this.voxels = voxels;
|
||||
this.pos = pos;
|
||||
this.zOffset = zOffset;
|
||||
this.scale = scale;
|
||||
this.camera = camera;
|
||||
this.lightSource = lightSource;
|
||||
this.lightAmbientColor = lightAmbientColor;
|
||||
this.lightDiffuseColor = lightDiffuseColor;
|
||||
this.palette = color;
|
||||
this.normalsPalette = normals;
|
||||
this.shadowPalette = shadow;
|
||||
}
|
||||
|
||||
public WPos Pos { get { return pos; } }
|
||||
public float Scale { get { return scale; } }
|
||||
public PaletteReference Palette { get { return palette; } }
|
||||
public int ZOffset { get { return zOffset; } }
|
||||
|
||||
public IRenderable WithScale(float newScale)
|
||||
{
|
||||
return new VoxelRenderable(voxels, pos, zOffset, camera, newScale,
|
||||
lightSource, lightAmbientColor, lightDiffuseColor,
|
||||
palette, normalsPalette, shadowPalette);
|
||||
}
|
||||
|
||||
public IRenderable WithPalette(PaletteReference newPalette)
|
||||
{
|
||||
return new VoxelRenderable(voxels, pos, zOffset, camera, scale,
|
||||
lightSource, lightAmbientColor, lightDiffuseColor,
|
||||
newPalette, normalsPalette, shadowPalette);
|
||||
}
|
||||
|
||||
public IRenderable WithZOffset(int newOffset)
|
||||
{
|
||||
return new VoxelRenderable(voxels, pos, newOffset, camera, scale,
|
||||
lightSource, lightAmbientColor, lightDiffuseColor,
|
||||
palette, normalsPalette, shadowPalette);
|
||||
}
|
||||
|
||||
public IRenderable WithPos(WPos newPos)
|
||||
{
|
||||
return new VoxelRenderable(voxels, newPos, zOffset, camera, scale,
|
||||
lightSource, lightAmbientColor, lightDiffuseColor,
|
||||
palette, normalsPalette, shadowPalette);
|
||||
}
|
||||
|
||||
public void Render(WorldRenderer wr)
|
||||
{
|
||||
// Depth and shadow buffers are cleared between actors so that
|
||||
// overlapping units and shadows behave like overlapping sprites.
|
||||
var vr = Game.Renderer.WorldVoxelRenderer;
|
||||
var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
|
||||
|
||||
foreach (var v in draw)
|
||||
v.Voxel.PrepareForDraw(wr, pos + v.OffsetFunc(), v.RotationFunc(), camera,
|
||||
v.FrameFunc(), scale, lightSource);
|
||||
|
||||
Game.Renderer.EnableDepthBuffer();
|
||||
Game.Renderer.EnableStencilBuffer();
|
||||
foreach (var v in draw)
|
||||
v.Voxel.DrawShadow(vr, shadowPalette.Index);
|
||||
Game.Renderer.DisableStencilBuffer();
|
||||
Game.Renderer.DisableDepthBuffer();
|
||||
|
||||
Game.Renderer.EnableDepthBuffer();
|
||||
foreach (var v in draw)
|
||||
v.Voxel.Draw(vr, lightAmbientColor, lightDiffuseColor, palette.Index, normalsPalette.Index);
|
||||
Game.Renderer.DisableDepthBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
88
OpenRA.Game/Graphics/VoxelRenderer.cs
Normal file
88
OpenRA.Game/Graphics/VoxelRenderer.cs
Normal file
@@ -0,0 +1,88 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.FileFormats.Graphics;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public class VoxelRenderer
|
||||
{
|
||||
Renderer renderer;
|
||||
IShader shader;
|
||||
IShader shadowShader;
|
||||
|
||||
public VoxelRenderer(Renderer renderer, IShader shader, IShader shadowShader)
|
||||
{
|
||||
this.renderer = renderer;
|
||||
this.shader = shader;
|
||||
this.shadowShader = shadowShader;
|
||||
}
|
||||
|
||||
public void Render(VoxelLoader loader, VoxelRenderData renderData,
|
||||
float[] t, float[] lightDirection,
|
||||
float[] ambientLight, float[] diffuseLight,
|
||||
int colorPalette, int normalsPalette)
|
||||
{
|
||||
shader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
|
||||
shader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes,
|
||||
(normalsPalette + 0.5f) / HardwarePalette.MaxPalettes);
|
||||
shader.SetMatrix("TransformMatrix", t);
|
||||
shader.SetVec("LightDirection", lightDirection, 4);
|
||||
shader.SetVec("AmbientLight", ambientLight, 3);
|
||||
shader.SetVec("DiffuseLight", diffuseLight, 3);
|
||||
shader.Render(() => renderer.DrawBatch(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
|
||||
}
|
||||
|
||||
public void RenderShadow(VoxelLoader loader, VoxelRenderData renderData,
|
||||
float[] t, float[] lightDirection, float[] groundNormal, float groundZ, int colorPalette)
|
||||
{
|
||||
shadowShader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
|
||||
shadowShader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes, 0);
|
||||
shadowShader.SetMatrix("TransformMatrix", t);
|
||||
shadowShader.SetVec("LightDirection", lightDirection, 4);
|
||||
shadowShader.SetVec("GroundNormal", groundNormal, 3);
|
||||
shadowShader.SetVec("GroundZ", groundZ);
|
||||
shadowShader.Render(() => renderer.DrawBatch(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
|
||||
}
|
||||
|
||||
public void SetPalette(ITexture palette)
|
||||
{
|
||||
shader.SetTexture("Palette", palette);
|
||||
shadowShader.SetTexture("Palette", palette);
|
||||
}
|
||||
|
||||
public void SetViewportParams(Size screen, float zoom, float2 scroll)
|
||||
{
|
||||
// Construct projection matrix
|
||||
// Clip planes are set at -height and +2*height
|
||||
|
||||
var tiw = 2*zoom / screen.Width;
|
||||
var tih = 2*zoom / screen.Height;
|
||||
var view = new float[]
|
||||
{
|
||||
tiw, 0, 0, 0,
|
||||
0, -tih, 0, 0,
|
||||
0, 0, -tih/3, 0,
|
||||
-1 - tiw*scroll.X,
|
||||
1 + tih*scroll.Y,
|
||||
1 + tih*scroll.Y/3,
|
||||
1
|
||||
};
|
||||
|
||||
shader.SetMatrix("View", view);
|
||||
shadowShader.SetMatrix("View", view);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -59,6 +59,7 @@ namespace OpenRA
|
||||
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Rules = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Sequences = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> VoxelSequences = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Weapons = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Voices = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Notifications = new List<MiniYamlNode>();
|
||||
@@ -150,6 +151,7 @@ namespace OpenRA
|
||||
|
||||
Rules = NodesOrEmpty(yaml, "Rules");
|
||||
Sequences = NodesOrEmpty(yaml, "Sequences");
|
||||
VoxelSequences = NodesOrEmpty(yaml, "VoxelSequences");
|
||||
Weapons = NodesOrEmpty(yaml, "Weapons");
|
||||
Voices = NodesOrEmpty(yaml, "Voices");
|
||||
Notifications = NodesOrEmpty(yaml, "Notifications");
|
||||
@@ -206,6 +208,7 @@ namespace OpenRA
|
||||
root.Add(new MiniYamlNode("Smudges", MiniYaml.FromList<SmudgeReference>( Smudges.Value )));
|
||||
root.Add(new MiniYamlNode("Rules", null, Rules));
|
||||
root.Add(new MiniYamlNode("Sequences", null, Sequences));
|
||||
root.Add(new MiniYamlNode("VoxelSequences", null, VoxelSequences));
|
||||
root.Add(new MiniYamlNode("Weapons", null, Weapons));
|
||||
root.Add(new MiniYamlNode("Voices", null, Voices));
|
||||
root.Add(new MiniYamlNode("Notifications", null, Notifications));
|
||||
|
||||
@@ -28,6 +28,7 @@ namespace OpenRA
|
||||
public ILoadScreen LoadScreen = null;
|
||||
public SheetBuilder SheetBuilder;
|
||||
public SpriteLoader SpriteLoader;
|
||||
public VoxelLoader VoxelLoader;
|
||||
|
||||
public ModData(params string[] mods)
|
||||
{
|
||||
@@ -55,6 +56,7 @@ namespace OpenRA
|
||||
ChromeProvider.Initialize(Manifest.Chrome);
|
||||
SheetBuilder = new SheetBuilder(SheetType.Indexed);
|
||||
SpriteLoader = new SpriteLoader(new string[] { ".shp" }, SheetBuilder);
|
||||
VoxelLoader = new VoxelLoader();
|
||||
CursorProvider.Initialize(Manifest.Cursors);
|
||||
}
|
||||
|
||||
@@ -76,7 +78,7 @@ namespace OpenRA
|
||||
SpriteLoader = new SpriteLoader(Rules.TileSets[map.Tileset].Extensions, SheetBuilder);
|
||||
// TODO: Don't load the sequences for assets that are not used in this tileset. Maybe use the existing EditorTilesetFilters.
|
||||
SequenceProvider.Initialize(Manifest.Sequences, map.Sequences);
|
||||
|
||||
VoxelProvider.Initialize(Manifest.VoxelSequences, map.VoxelSequences);
|
||||
return map;
|
||||
}
|
||||
|
||||
|
||||
@@ -226,7 +226,13 @@
|
||||
<Compile Include="Widgets\ClientTooltipRegionWidget.cs" />
|
||||
<Compile Include="Graphics\Renderable.cs" />
|
||||
<Compile Include="Traits\Render\RenderSprites.cs" />
|
||||
<Compile Include="Graphics\Voxel.cs" />
|
||||
<Compile Include="Graphics\VoxelRenderer.cs" />
|
||||
<Compile Include="Graphics\VoxelLoader.cs" />
|
||||
<Compile Include="Graphics\VoxelProvider.cs" />
|
||||
<Compile Include="Traits\BodyOrientation.cs" />
|
||||
<Compile Include="Graphics\VoxelAnimation.cs" />
|
||||
<Compile Include="Graphics\VoxelRenderable.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
|
||||
|
||||
Reference in New Issue
Block a user