#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 VoxelRenderProxy { public readonly Sprite Sprite; public readonly Sprite ShadowSprite; public readonly float ShadowDirection; public readonly float2[] ProjectedShadowBounds; public VoxelRenderProxy(Sprite sprite, Sprite shadowSprite, float2[] projectedShadowBounds, float shadowDirection) { Sprite = sprite; ShadowSprite = shadowSprite; ProjectedShadowBounds = projectedShadowBounds; ShadowDirection = shadowDirection; } } public class VoxelRenderer { Renderer renderer; IShader shader; SheetBuilder sheetBuilder; Dictionary mappedBuffers; Stack> unmappedBuffers; List> doRender; // Static constants static readonly float[] shadowDiffuse = new float[] {0,0,0}; static readonly float[] shadowAmbient = new float[] {1,1,1}; static readonly float2 spritePadding = new float2(2, 2); static readonly float[] zeroVector = new float[] {0,0,0,1}; static readonly float[] zVector = new float[] {0,0,1,1}; static readonly float[] flipMtx = Util.ScaleMatrix(1, -1, 1); static readonly float[] shadowScaleFlipMtx = Util.ScaleMatrix(2, -2, 2); public VoxelRenderer(Renderer renderer, IShader shader) { this.renderer = renderer; this.shader = shader; mappedBuffers = new Dictionary(); unmappedBuffers = new Stack>(); doRender = new List>(); } public void SetPalette(ITexture palette) { shader.SetTexture("Palette", palette); } public void SetViewportParams(Size screen, float zoom, float2 scroll) { var a = 2f / Renderer.SheetSize; var view = new float[] { a, 0, 0, 0, 0, -a, 0, 0, 0, 0, -2*a, 0, -1, 1, 0, 1 }; shader.SetMatrix("View", view); } public VoxelRenderProxy RenderAsync(WorldRenderer wr, IEnumerable voxels, WRot camera, float scale, float[] groundNormal, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor, PaletteReference color, PaletteReference normals, PaletteReference shadowPalette) { // Correct for inverted y-axis var scaleTransform = Util.ScaleMatrix(scale, scale, scale); // Correct for bogus light source definition var lightYaw = Util.MakeFloatMatrix(new WRot(WAngle.Zero, WAngle.Zero, -lightSource.Yaw).AsMatrix()); var lightPitch = Util.MakeFloatMatrix(new WRot(WAngle.Zero, -lightSource.Pitch, WAngle.Zero).AsMatrix()); var shadowTransform = Util.MatrixMultiply(lightPitch, lightYaw); var invShadowTransform = Util.MatrixInverse(shadowTransform); var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix()); var invCameraTransform = Util.MatrixInverse(cameraTransform); // Sprite rectangle var tl = new float2(float.MaxValue, float.MaxValue); var br = new float2(float.MinValue, float.MinValue); // Shadow sprite rectangle var stl = new float2(float.MaxValue, float.MaxValue); var sbr = new float2(float.MinValue, float.MinValue); foreach (var v in voxels) { // Convert screen offset back to world coords var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc())); var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]); var worldTransform = v.RotationFunc().Aggregate(Util.IdentityMatrix(), (x,y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x)); worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform); worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform); var bounds = v.Voxel.Bounds(v.FrameFunc()); var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds); var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds); var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds); // Aggregate bounds rects tl = float2.Min(tl, new float2(screenBounds[0], screenBounds[1])); br = float2.Max(br, new float2(screenBounds[3], screenBounds[4])); stl = float2.Min(stl, new float2(shadowBounds[0], shadowBounds[1])); sbr = float2.Max(sbr, new float2(shadowBounds[3], shadowBounds[4])); } // Inflate rects to ensure rendering is within bounds tl -= spritePadding; br += spritePadding; stl -= spritePadding; sbr += spritePadding; // Corners of the shadow quad, in shadow-space var corners = new float[][] { new float[] {stl.X, stl.Y, 0, 1}, new float[] {sbr.X, sbr.Y, 0, 1}, new float[] {sbr.X, stl.Y, 0, 1}, new float[] {stl.X, sbr.Y, 0, 1} }; var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform); var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal); var screenCorners = new float2[4]; for (var j = 0; j < 4; j++) { // Project to ground plane corners[j][2] = -(corners[j][1]*shadowGroundNormal[1]/shadowGroundNormal[2] + corners[j][0]*shadowGroundNormal[0]/shadowGroundNormal[2]); // Rotate to camera-space corners[j] = Util.MatrixVectorMultiply(shadowScreenTransform, corners[j]); screenCorners[j] = new float2(corners[j][0], corners[j][1]); } // Shadows are rendered at twice the resolution to reduce artefacts Size spriteSize, shadowSpriteSize; int2 spriteOffset, shadowSpriteOffset; CalculateSpriteGeometry(tl, br, 1, out spriteSize, out spriteOffset); CalculateSpriteGeometry(stl, sbr, 2, out shadowSpriteSize, out shadowSpriteOffset); var sprite = sheetBuilder.Allocate(spriteSize, spriteOffset); var shadowSprite = sheetBuilder.Allocate(shadowSpriteSize, shadowSpriteOffset); var sb = sprite.bounds; var ssb = shadowSprite.bounds; var spriteCenter = new float2(sb.Left + sb.Width / 2, sb.Top + sb.Height / 2); var shadowCenter = new float2(ssb.Left + ssb.Width / 2, ssb.Top + ssb.Height / 2); var translateMtx = Util.TranslationMatrix(spriteCenter.X - spriteOffset.X, Renderer.SheetSize - (spriteCenter.Y - spriteOffset.Y), 0); var shadowTranslateMtx = Util.TranslationMatrix(shadowCenter.X - shadowSpriteOffset.X, Renderer.SheetSize - (shadowCenter.Y - shadowSpriteOffset.Y), 0); var correctionTransform = Util.MatrixMultiply(translateMtx, flipMtx); var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, shadowScaleFlipMtx); doRender.Add(Pair.New(sprite.sheet, () => { foreach (var v in voxels) { // Convert screen offset to world offset var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc())); var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]); var rotations = v.RotationFunc().Aggregate(Util.IdentityMatrix(), (x,y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x)); var worldTransform = Util.MatrixMultiply(scaleTransform, rotations); worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform); var transform = Util.MatrixMultiply(cameraTransform, worldTransform); transform = Util.MatrixMultiply(correctionTransform, transform); var shadow = Util.MatrixMultiply(shadowTransform, worldTransform); shadow = Util.MatrixMultiply(shadowCorrectionTransform, shadow); var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(rotations), invShadowTransform); var frame = v.FrameFunc(); for (uint i = 0; i < v.Voxel.Limbs; i++) { var rd = v.Voxel.RenderData(i); var t = v.Voxel.TransformationMatrix(i, frame); // Transform light vector from shadow -> world -> limb coords var lightDirection = ExtractRotationVector(Util.MatrixMultiply(Util.MatrixInverse(t), lightTransform)); Render(rd, Util.MatrixMultiply(transform, t), lightDirection, lightAmbientColor, lightDiffuseColor, color.Index, normals.Index); // Disable shadow normals by forcing zero diffuse and identity ambient light Render(rd, Util.MatrixMultiply(shadow, t), lightDirection, shadowAmbient, shadowDiffuse, shadowPalette.Index, normals.Index); } } })); var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, zVector); screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector); return new VoxelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2]/screenLightVector[1]); } static void CalculateSpriteGeometry(float2 tl, float2 br, float scale, out Size size, out int2 offset) { var width = (int)(scale*(br.X - tl.X)); var height = (int)(scale*(br.Y - tl.Y)); offset = (0.5f*scale*(br + tl)).ToInt2(); // Width and height must be even to avoid rendering glitches if ((width & 1) == 1) width += 1; if ((height & 1) == 1) height += 1; size = new Size(width, height); } static float[] ExtractRotationVector(float[] mtx) { var tVec = Util.MatrixVectorMultiply(mtx, zVector); var tOrigin = Util.MatrixVectorMultiply(mtx, zeroVector); 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; } void Render(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(Game.modData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList)); } public void BeginFrame() { foreach (var kv in mappedBuffers) unmappedBuffers.Push(kv); mappedBuffers.Clear(); sheetBuilder = new SheetBuilder(SheetType.BGRA, AllocateSheet); doRender.Clear(); } IFrameBuffer EnableFrameBuffer(Sheet s) { var fbo = mappedBuffers[s]; Game.Renderer.Flush(); fbo.Bind(); Game.Renderer.Device.EnableDepthBuffer(); return fbo; } void DisableFrameBuffer(IFrameBuffer fbo) { Game.Renderer.Flush(); Game.Renderer.Device.DisableDepthBuffer(); fbo.Unbind(); } public void EndFrame() { if (doRender.Count == 0) return; Sheet currentSheet = null; IFrameBuffer fbo = null; foreach (var v in doRender) { // Change sheet if (v.First != currentSheet) { if (fbo != null) DisableFrameBuffer(fbo); currentSheet = v.First; fbo = EnableFrameBuffer(currentSheet); } v.Second(); } DisableFrameBuffer(fbo); } public Sheet AllocateSheet() { // Reuse cached fbo if (unmappedBuffers.Count > 0) { var kv = unmappedBuffers.Pop(); mappedBuffers.Add(kv.Key, kv.Value); return kv.Key; } var size = new Size(Renderer.SheetSize, Renderer.SheetSize); var framebuffer = renderer.Device.CreateFrameBuffer(size); var sheet = new Sheet(framebuffer.Texture); mappedBuffers.Add(sheet, framebuffer); return sheet; } } }