#region Copyright & License Information /* * Copyright 2007-2022 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 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; 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 = renderer.Context.CreateVertices(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(); // PERF: The renderer may choose to replace vertices with a different temporary buffer. renderer.DrawBatch(ref 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, float rotation = 0f) { var samplers = SetRenderStateForSprite(s); Util.FastCreateQuad(vertices, location + scale * s.Offset, s, samplers, paletteTextureIndex, nv, scale * s.Size, float3.Ones, 1f, rotation); nv += 6; } internal void DrawSprite(Sprite s, float paletteTextureIndex, in float3 location, float scale, float rotation = 0f) { var samplers = SetRenderStateForSprite(s); Util.FastCreateQuad(vertices, location + scale * s.Offset, s, samplers, paletteTextureIndex, nv, scale * s.Size, float3.Ones, 1f, rotation); nv += 6; } public void DrawSprite(Sprite s, PaletteReference pal, in float3 location, float scale = 1f, float rotation = 0f) { DrawSprite(s, ResolveTextureIndex(s, pal), location, scale, rotation); } internal void DrawSprite(Sprite s, float paletteTextureIndex, in float3 location, float scale, in float3 tint, float alpha, float rotation = 0f) { var samplers = SetRenderStateForSprite(s); Util.FastCreateQuad(vertices, location + scale * s.Offset, s, samplers, paletteTextureIndex, nv, scale * s.Size, tint, alpha, rotation); nv += 6; } public void DrawSprite(Sprite s, PaletteReference pal, in float3 location, float scale, in float3 tint, float alpha, float rotation = 0f) { DrawSprite(s, ResolveTextureIndex(s, pal), location, scale, tint, alpha, rotation); } 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 scale (r1) and offset (r2) that convert from OpenRA viewport pixels // to OpenGL normalized device coordinates (NDC). OpenGL expects coordinates to vary from [-1, 1], // so we rescale viewport pixels to the range [0, 2] using r1 then subtract 1 using r2. var width = 2f / (downscale * sheetSize.Width); var height = 2f / (downscale * sheetSize.Height); // Depth is more complicated: // * The OpenGL z axis is inverted (negative is closer) relative to OpenRA (positive is closer). // * We want to avoid clipping pixels that are behind the nominal z == y plane at the // top of the map, or above the nominal z == y plane at the bottom of the map. // We therefore expand the depth range by an extra margin that is calculated based on // the maximum expected world height (see Renderer.InitializeDepthBuffer). // * Sprites can specify an additional per-pixel depth offset map, which is applied in the // fragment shader. The fragment shader operates in OpenGL window coordinates, not NDC, // with a depth range [0, 1] corresponding to the NDC [-1, 1]. We must therefore multiply the // sprite channel value [0, 1] by 255 to find the pixel depth offset, then by our depth scale // to find the equivalent NDC offset, then divide by 2 to find the window coordinate offset. // * If depthMargin == 0 (which indicates per-pixel depth testing is disabled) sprites that // extend beyond the top of bottom edges of the screen may be pushed outside [-1, 1] and // culled by the GPU. We avoid this by forcing everything into the z = 0 plane. var depth = depthMargin != 0f ? 2f / (downscale * (sheetSize.Height + depthMargin)) : 0; shader.SetVec("DepthTextureScale", 128 * depth); shader.SetVec("Scroll", scroll.X, scroll.Y, depthMargin != 0f ? scroll.Y : 0); shader.SetVec("r1", width, height, -depth); shader.SetVec("r2", -1, -1, depthMargin != 0f ? 1 : 0); } public void SetDepthPreview(bool enabled, float contrast, float offset) { shader.SetBool("EnableDepthPreview", enabled); shader.SetVec("DepthPreviewParams", contrast, offset); } public void SetAntialiasingPixelsPerTexel(float pxPerTx) { shader.SetVec("AntialiasPixelsPerTexel", pxPerTx); } } }