#region Copyright & License Information /* * Copyright 2007-2021 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Primitives; namespace OpenRA.Graphics { public class SpriteRenderer : Renderer.IBatchRenderer { public const int SheetCount = 8; static readonly string[] SheetIndexToTextureName = Exts.MakeArray(SheetCount, i => $"Texture{i}"); readonly Renderer renderer; readonly IShader shader; readonly Vertex[] vertices; readonly Sheet[] sheets = new Sheet[SheetCount]; BlendMode currentBlend = BlendMode.Alpha; int nv = 0; int ns = 0; public SpriteRenderer(Renderer renderer, IShader shader) { this.renderer = renderer; this.shader = shader; vertices = new Vertex[renderer.TempBufferSize]; } public void Flush() { if (nv > 0) { for (var i = 0; i < ns; i++) { shader.SetTexture(SheetIndexToTextureName[i], sheets[i].GetTexture()); sheets[i] = null; } renderer.Context.SetBlendMode(currentBlend); shader.PrepareRender(); renderer.DrawBatch(vertices, nv, PrimitiveType.TriangleList); renderer.Context.SetBlendMode(BlendMode.None); nv = 0; ns = 0; } } int2 SetRenderStateForSprite(Sprite s) { renderer.CurrentBatchRenderer = this; if (s.BlendMode != currentBlend || nv + 6 > renderer.TempBufferSize) Flush(); currentBlend = s.BlendMode; // Check if the sheet (or secondary data sheet) have already been mapped var sheet = s.Sheet; var sheetIndex = 0; for (; sheetIndex < ns; sheetIndex++) if (sheets[sheetIndex] == sheet) break; var secondarySheetIndex = 0; var ss = s as SpriteWithSecondaryData; if (ss != null) { var secondarySheet = ss.SecondarySheet; for (; secondarySheetIndex < ns; secondarySheetIndex++) if (sheets[secondarySheetIndex] == secondarySheet) break; // If neither sheet has been mapped both index values will be set to ns. // This is fine if they both reference the same texture, but if they don't // we must increment the secondary sheet index to the next free sampler. if (secondarySheetIndex == sheetIndex && secondarySheet != sheet) secondarySheetIndex++; } // Make sure that we have enough free samplers to map both if needed, otherwise flush if (Math.Max(sheetIndex, secondarySheetIndex) >= sheets.Length) { Flush(); sheetIndex = 0; secondarySheetIndex = ss != null && ss.SecondarySheet != sheet ? 1 : 0; } if (sheetIndex >= ns) { sheets[sheetIndex] = sheet; ns++; } if (secondarySheetIndex >= ns && ss != null) { sheets[secondarySheetIndex] = ss.SecondarySheet; ns++; } return new int2(sheetIndex, secondarySheetIndex); } float ResolveTextureIndex(Sprite s, PaletteReference pal) { if (pal == null) return 0; // PERF: Remove useless palette assignments for RGBA sprites // HACK: This is working around the limitation that palettes are defined on traits rather than on sequences, // and can be removed once this has been fixed if (s.Channel == TextureChannel.RGBA && !pal.HasColorShift) return 0; return pal.TextureIndex; } internal void DrawSprite(Sprite s, float paletteTextureIndex, in float3 location, in float3 scale) { var samplers = SetRenderStateForSprite(s); Util.FastCreateQuad(vertices, location + scale * s.Offset, s, samplers, paletteTextureIndex, nv, scale * s.Size, float3.Ones, 1f); nv += 6; } internal void DrawSprite(Sprite s, float paletteTextureIndex, in float3 location, float scale) { var samplers = SetRenderStateForSprite(s); Util.FastCreateQuad(vertices, location + scale * s.Offset, s, samplers, paletteTextureIndex, nv, scale * s.Size, float3.Ones, 1f); nv += 6; } public void DrawSprite(Sprite s, PaletteReference pal, in float3 location, float scale = 1f) { DrawSprite(s, ResolveTextureIndex(s, pal), location, scale); } internal void DrawSprite(Sprite s, float paletteTextureIndex, in float3 location, float scale, in float3 tint, float alpha) { var samplers = SetRenderStateForSprite(s); Util.FastCreateQuad(vertices, location + scale * s.Offset, s, samplers, paletteTextureIndex, nv, scale * s.Size, tint, alpha); nv += 6; } public void DrawSprite(Sprite s, PaletteReference pal, in float3 location, float scale, in float3 tint, float alpha) { DrawSprite(s, ResolveTextureIndex(s, pal), location, scale, tint, alpha); } internal void DrawSprite(Sprite s, float paletteTextureIndex, in float3 a, in float3 b, in float3 c, in float3 d, in float3 tint, float alpha) { var samplers = SetRenderStateForSprite(s); Util.FastCreateQuad(vertices, a, b, c, d, s, samplers, paletteTextureIndex, tint, alpha, nv); nv += 6; } public void DrawVertexBuffer(IVertexBuffer buffer, int start, int length, PrimitiveType type, IEnumerable sheets, BlendMode blendMode) { var i = 0; foreach (var s in sheets) { if (i >= SheetCount) ThrowSheetOverflow(nameof(sheets)); if (s != null) shader.SetTexture(SheetIndexToTextureName[i++], s.GetTexture()); } renderer.Context.SetBlendMode(blendMode); shader.PrepareRender(); renderer.DrawBatch(buffer, start, length, type); renderer.Context.SetBlendMode(BlendMode.None); } // PERF: methods that throw won't be inlined by the JIT, so extract a static helper for use on hot paths static void ThrowSheetOverflow(string paramName) { throw new ArgumentException($"SpriteRenderer only supports {SheetCount} simultaneous textures", paramName); } // For RGBAColorRenderer internal void DrawRGBAVertices(Vertex[] v, BlendMode blendMode) { renderer.CurrentBatchRenderer = this; if (currentBlend != blendMode || nv + v.Length > renderer.TempBufferSize) Flush(); currentBlend = blendMode; Array.Copy(v, 0, vertices, nv, v.Length); nv += v.Length; } public void SetPalette(ITexture palette, ITexture colorShifts) { shader.SetTexture("Palette", palette); shader.SetTexture("ColorShifts", colorShifts); } public void SetViewportParams(Size sheetSize, int downscale, float depthMargin, int2 scroll) { // Calculate the effective size of the render surface in viewport pixels var width = downscale * sheetSize.Width; var height = downscale * sheetSize.Height; var depthScale = height / (height + depthMargin); var depthOffset = depthScale / 2; shader.SetVec("Scroll", scroll.X, scroll.Y, scroll.Y); shader.SetVec("r1", 2f / width, 2f / height, -depthScale / height); shader.SetVec("r2", -1, -1, 1 - depthOffset); // Texture index is sampled as a float, so convert to pixels then scale shader.SetVec("DepthTextureScale", 128 * depthScale / height); } public void SetDepthPreviewEnabled(bool enabled) { shader.SetBool("EnableDepthPreview", enabled); } public void SetAntialiasingPixelsPerTexel(float pxPerTx) { shader.SetVec("AntialiasPixelsPerTexel", pxPerTx); } } }