Render voxels with an approximately-correct z-offset.
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@@ -22,9 +22,9 @@ namespace OpenRA.Graphics
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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 float2[] ProjectedShadowBounds;
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public readonly float3[] ProjectedShadowBounds;
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public VoxelRenderProxy(Sprite sprite, Sprite shadowSprite, float2[] projectedShadowBounds, float shadowDirection)
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public VoxelRenderProxy(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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@@ -145,7 +145,7 @@ namespace OpenRA.Graphics
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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 float2[4];
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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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@@ -154,7 +154,7 @@ namespace OpenRA.Graphics
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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 float2(corners[j][0], corners[j][1]);
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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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@@ -126,7 +126,10 @@ namespace OpenRA.Graphics
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return;
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if (devTrait.Value != null)
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{
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview);
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Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview);
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}
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RefreshPalette();
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@@ -14,6 +14,7 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Graphics
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{
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@@ -107,7 +108,12 @@ namespace OpenRA.Mods.Common.Graphics
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{
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var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);
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var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
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var pxOrigin = wr.ScreenPosition(voxel.pos);
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var pxOrigin = wr.Screen3DPosition(voxel.pos);
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// HACK: We don't have enough texture channels to pass the depth data to the shader
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// so for now just offset everything forward so that the back corner is rendered at pos.
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pxOrigin -= new float3(0, 0, Screen3DBounds(wr).Second.X);
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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var psb = renderProxy.ProjectedShadowBounds;
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@@ -135,12 +141,13 @@ namespace OpenRA.Mods.Common.Graphics
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var c = Color.Purple;
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var psb = renderProxy.ProjectedShadowBounds;
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// TODO: add float3 support to WorldRgbaColorRenderer
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Game.Renderer.WorldRgbaColorRenderer.DrawPolygon(new[]
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{
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shadowOrigin + psb[1],
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shadowOrigin + psb[3],
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shadowOrigin + psb[0],
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shadowOrigin + psb[2]
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shadowOrigin + psb[1].XY,
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shadowOrigin + psb[3].XY,
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shadowOrigin + psb[0].XY,
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shadowOrigin + psb[2].XY
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}, iz, c);
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// Draw voxel bounding box
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@@ -190,6 +197,11 @@ namespace OpenRA.Mods.Common.Graphics
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}
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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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return Screen3DBounds(wr).First;
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}
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Pair<Rectangle, float2> Screen3DBounds(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(voxel.pos);
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var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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@@ -198,8 +210,11 @@ namespace OpenRA.Mods.Common.Graphics
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var minX = float.MaxValue;
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var minY = float.MaxValue;
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var minZ = float.MaxValue;
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var maxX = float.MinValue;
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var maxY = float.MinValue;
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var maxZ = float.MinValue;
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foreach (var v in draw)
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{
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var bounds = v.Voxel.Bounds(v.FrameFunc());
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@@ -208,7 +223,7 @@ namespace OpenRA.Mods.Common.Graphics
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float sx, sy, sz;
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wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
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var pxPos = pxOrigin + new float2(sx, sy);
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var pxPos = pxOrigin + new float3(sx, sy, sz);
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var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
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for (var i = 0; i < 8; i++)
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@@ -217,12 +232,14 @@ namespace OpenRA.Mods.Common.Graphics
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var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(screenTransform, vec);
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minX = Math.Min(minX, pxPos.X + screen[0]);
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minY = Math.Min(minY, pxPos.Y + screen[1]);
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minZ = Math.Min(minZ, pxPos.Z + screen[2]);
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maxX = Math.Max(maxX, pxPos.X + screen[0]);
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maxY = Math.Max(maxY, pxPos.Y + screen[1]);
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maxZ = Math.Max(minZ, pxPos.Z + screen[2]);
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}
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}
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return Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY);
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return Pair.New(Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
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}
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}
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}
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@@ -1,7 +1,25 @@
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uniform sampler2D DiffuseTexture;
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uniform bool EnableDepthPreview;
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varying vec4 vTexCoord;
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void main()
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{
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gl_FragColor = texture2D(DiffuseTexture, vTexCoord.st);
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vec4 c = texture2D(DiffuseTexture, vTexCoord.st);
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// Discard any transparent fragments (both color and depth)
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if (c.a == 0.0)
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discard;
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float depth = gl_FragCoord.z;
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// Convert to window coords
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gl_FragDepth = 0.5 * depth + 0.5;
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if (EnableDepthPreview)
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{
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// Front of the depth buffer is at 0, but we want to render it as bright
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gl_FragColor = vec4(vec3(1.0 - gl_FragDepth), 1.0);
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}
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else
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gl_FragColor = c;
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}
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