Files
OpenRA/OpenRA.Game/Renderer.cs
Paul Chote 09063d23da Determine pixel-to-texel ratio for each sprite individually.
This fixes rendering artifacts when sprites are scaled > 1.
2024-11-03 16:38:32 +02:00

579 lines
18 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 System.Threading;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Support;
namespace OpenRA
{
public sealed class Renderer : IDisposable
{
enum RenderType { None, World, UI }
public SpriteRenderer WorldSpriteRenderer { get; }
public RgbaSpriteRenderer WorldRgbaSpriteRenderer { get; }
public RgbaColorRenderer WorldRgbaColorRenderer { get; }
public IRenderer[] WorldRenderers = Array.Empty<IRenderer>();
public RgbaColorRenderer RgbaColorRenderer { get; }
public SpriteRenderer SpriteRenderer { get; }
public RgbaSpriteRenderer RgbaSpriteRenderer { get; }
public bool WindowHasInputFocus => Window.HasInputFocus;
public bool WindowIsSuspended => Window.IsSuspended;
public IReadOnlyDictionary<string, SpriteFont> Fonts;
internal IPlatformWindow Window { get; }
internal IGraphicsContext Context { get; }
internal int SheetSize { get; }
internal int TempVertexBufferSize { get; }
internal int TempIndexBufferSize { get; }
readonly IVertexBuffer<Vertex> tempVertexBuffer;
readonly IIndexBuffer quadIndexBuffer;
readonly Stack<Rectangle> scissorState = new();
readonly ITexture worldBufferSnapshot;
IFrameBuffer screenBuffer;
Sprite screenSprite;
IFrameBuffer worldBuffer;
Sheet worldSheet;
Sprite worldSprite;
Size lastMaximumViewportSize;
Size lastWorldViewportSize;
public Size WorldFrameBufferSize => worldSheet.Size;
public int WorldDownscaleFactor { get; private set; } = 1;
/// <summary>
/// Copies and returns the currently rendered world state as a temporary texture.
/// </summary>
public ITexture WorldBufferSnapshot()
{
worldBufferSnapshot.SetDataFromReadBuffer(new Rectangle(int2.Zero, worldSheet.Size));
return worldBufferSnapshot;
}
SheetBuilder fontSheetBuilder;
readonly IPlatform platform;
float depthMargin;
Size lastBufferSize = new(-1, -1);
Rectangle lastWorldViewport = Rectangle.Empty;
ITexture currentPaletteTexture;
int currentPaletteHeight = 0;
IBatchRenderer currentBatchRenderer;
RenderType renderType = RenderType.None;
public Renderer(IPlatform platform, GraphicSettings graphicSettings)
{
this.platform = platform;
var resolution = GetResolution(graphicSettings);
TempVertexBufferSize = graphicSettings.BatchSize - graphicSettings.BatchSize % 4;
TempIndexBufferSize = TempVertexBufferSize / 4 * 6;
Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height),
graphicSettings.Mode, graphicSettings.UIScale, TempVertexBufferSize, TempIndexBufferSize,
graphicSettings.VideoDisplay, graphicSettings.GLProfile);
Context = Window.Context;
SheetSize = graphicSettings.SheetSize;
var combinedBindings = new CombinedShaderBindings();
WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
SpriteRenderer = new SpriteRenderer(this, Context.CreateShader(combinedBindings));
RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
tempVertexBuffer = Context.CreateVertexBuffer<Vertex>(TempVertexBufferSize);
quadIndexBuffer = Context.CreateIndexBuffer(Util.CreateQuadIndices(TempIndexBufferSize / 6));
worldBufferSnapshot = Context.CreateTexture();
}
static Size GetResolution(GraphicSettings graphicsSettings)
{
var size = (graphicsSettings.Mode == WindowMode.Windowed)
? graphicsSettings.WindowedSize
: graphicsSettings.FullscreenSize;
return new Size(size.X, size.Y);
}
public void SetUIScale(float scale)
{
Window.SetScaleModifier(scale);
}
public void InitializeFonts(ModData modData)
{
if (Fonts != null)
foreach (var font in Fonts.Values)
font.Dispose();
using (new PerfTimer("SpriteFonts"))
{
fontSheetBuilder?.Dispose();
fontSheetBuilder = new SheetBuilder(SheetType.BGRA, modData.Manifest.FontSheetSize);
Fonts = modData.Manifest.Get<Fonts>().FontList.ToDictionary(x => x.Key,
x => new SpriteFont(
platform, x.Value.Font, modData.DefaultFileSystem.Open(x.Value.Font).ReadAllBytes(),
x.Value.Size, x.Value.Ascender, Window.EffectiveWindowScale, fontSheetBuilder));
}
Window.OnWindowScaleChanged += (oldNative, oldEffective, newNative, newEffective) =>
{
Game.RunAfterTick(() =>
{
// Recalculate downscaling factor for the new window scale
SetMaximumViewportSize(lastMaximumViewportSize);
ChromeProvider.SetDPIScale(newEffective);
foreach (var f in Fonts)
f.Value.SetScale(newEffective);
});
};
}
public void InitializeDepthBuffer(MapGrid mapGrid)
{
// The depth buffer needs to be initialized with enough range to cover:
// - the height of the screen
// - the z-offset of tiles from MaxTerrainHeight below the bottom of the screen (pushed into view)
// - additional z-offset from actors on top of MaxTerrainHeight terrain
// - a small margin so that tiles rendered partially above the top edge of the screen aren't pushed behind the clip plane
// We need an offset of mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 2 to cover the terrain height
// and choose to use mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 4 for each of the actor and top-edge cases
depthMargin = mapGrid == null || !mapGrid.EnableDepthBuffer ? 0 : mapGrid.TileSize.Height * mapGrid.MaximumTerrainHeight;
}
void BeginFrame()
{
Context.Clear();
var surfaceSize = Window.SurfaceSize;
var surfaceBufferSize = surfaceSize.NextPowerOf2();
if (screenSprite == null || screenSprite.Sheet.Size != surfaceBufferSize)
{
screenBuffer?.Dispose();
// Render the screen into a frame buffer to simplify reading back screenshots
screenBuffer = Context.CreateFrameBuffer(surfaceBufferSize, Color.FromArgb(0xFF, 0, 0, 0));
}
if (screenSprite == null || surfaceSize.Width != screenSprite.Bounds.Width || -surfaceSize.Height != screenSprite.Bounds.Height)
{
var screenSheet = new Sheet(SheetType.BGRA, screenBuffer.Texture);
// Flip sprite in Y to match OpenGL's bottom-left origin
var screenBounds = Rectangle.FromLTRB(0, surfaceSize.Height, surfaceSize.Width, 0);
screenSprite = new Sprite(screenSheet, screenBounds, TextureChannel.RGBA);
}
// In HiDPI windows we follow Apple's convention of defining window coordinates as for standard resolution windows
// but to have a higher resolution backing surface with more than 1 texture pixel per viewport pixel.
// We must convert the surface buffer size to a viewport size - in general this is NOT just the window size
// rounded to the next power of two, as the NextPowerOf2 calculation is done in the surface pixel coordinates
var scale = Window.EffectiveWindowScale;
var bufferSize = new Size((int)(surfaceBufferSize.Width / scale), (int)(surfaceBufferSize.Height / scale));
if (lastBufferSize != bufferSize)
{
SpriteRenderer.SetViewportParams(bufferSize, 1, 0f, int2.Zero);
lastBufferSize = bufferSize;
}
}
public void SetMaximumViewportSize(Size size)
{
// Aim to render the world into a framebuffer at 1:1 scaling which is then up/downscaled using a custom
// filter to provide crisp scaling and avoid rendering glitches when the depth buffer is used and samples don't match.
// This approach does not scale well to large sizes, first saturating GPU fill rate and then crashing when
// reaching the framebuffer size limits (typically 16k). We therefore clamp the maximum framebuffer size to
// twice the window surface size, which strikes a reasonable balance between rendering quality and performance.
// Mods that use the depth buffer must instead limit their artwork resolution or maximum zoom-out levels.
Size worldBufferSize;
if (depthMargin == 0)
{
var surfaceSize = Window.SurfaceSize;
worldBufferSize = new Size(Math.Min(size.Width, 2 * surfaceSize.Width), Math.Min(size.Height, 2 * surfaceSize.Height)).NextPowerOf2();
}
else
worldBufferSize = size.NextPowerOf2();
if (worldSprite == null || worldSheet.Size != worldBufferSize)
{
worldBuffer?.Dispose();
// If enableWorldFrameBufferDownscale and the world is more than twice the size of the final output size do we allow it to be downsampled!
worldBuffer = Context.CreateFrameBuffer(worldBufferSize);
// Pixel art scaling mode is a customized bilinear sampling
worldBuffer.Texture.ScaleFilter = TextureScaleFilter.Linear;
worldSheet = new Sheet(SheetType.BGRA, worldBuffer.Texture);
// Invalidate cached state to force a shader update
lastWorldViewport = Rectangle.Empty;
worldSprite = null;
}
lastMaximumViewportSize = size;
}
public void BeginWorld(Rectangle worldViewport)
{
if (renderType != RenderType.None)
throw new InvalidOperationException($"BeginWorld called with renderType = {renderType}, expected RenderType.None.");
BeginFrame();
if (worldSheet == null)
throw new InvalidOperationException("BeginWorld called before SetMaximumViewportSize has been set.");
if (worldSprite == null || worldViewport.Size != lastWorldViewportSize)
{
// Downscale world rendering if needed to fit within the framebuffer
var vw = worldViewport.Size.Width;
var vh = worldViewport.Size.Height;
var bw = worldSheet.Size.Width;
var bh = worldSheet.Size.Height;
WorldDownscaleFactor = 1;
while (vw / WorldDownscaleFactor > bw || vh / WorldDownscaleFactor > bh)
WorldDownscaleFactor++;
var s = new Size(vw / WorldDownscaleFactor, vh / WorldDownscaleFactor);
worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, s), TextureChannel.RGBA);
lastWorldViewportSize = worldViewport.Size;
}
worldBuffer.Bind();
if (lastWorldViewport != worldViewport)
{
WorldSpriteRenderer.SetViewportParams(worldSheet.Size, WorldDownscaleFactor, depthMargin, worldViewport.Location);
lastWorldViewport = worldViewport;
}
renderType = RenderType.World;
}
public void BeginUI()
{
if (renderType == RenderType.World)
{
// Complete world rendering
Flush();
worldBuffer.Unbind();
// Render the world buffer into the UI buffer
screenBuffer.Bind();
var scale = Window.EffectiveWindowScale;
var bufferScale = new float3(
(int)(screenSprite.Bounds.Width / scale) / worldSprite.Size.X,
(int)(-screenSprite.Bounds.Height / scale) / worldSprite.Size.Y,
1f);
SpriteRenderer.EnablePixelArtScaling(true);
RgbaSpriteRenderer.DrawSprite(worldSprite, float3.Zero, bufferScale);
Flush();
SpriteRenderer.EnablePixelArtScaling(false);
}
else
{
// World rendering was skipped
BeginFrame();
screenBuffer.Bind();
}
renderType = RenderType.UI;
}
public void SetPalette(HardwarePalette palette)
{
// Note: palette.Texture and palette.ColorShifts are updated at the same time
// so we only need to check one of the two to know whether we must update the textures
// also compare heights in case new palettes have been added
if (palette.Texture == currentPaletteTexture && palette.Height == currentPaletteHeight)
return;
Flush();
currentPaletteTexture = palette.Texture;
currentPaletteHeight = palette.Height;
SpriteRenderer.SetPalette(palette);
WorldSpriteRenderer.SetPalette(palette);
foreach (var r in WorldRenderers)
r.SetPalette(palette);
}
public void EndFrame(IInputHandler inputHandler)
{
if (renderType != RenderType.UI)
throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
Flush();
screenBuffer.Unbind();
// Render the compositor buffers to the screen
// HACK / PERF: Fudge the coordinates to cover the actual window while keeping the buffer viewport parameters
// This saves us two redundant (and expensive) SetViewportParams each frame
RgbaSpriteRenderer.DrawSprite(screenSprite, new float3(0, lastBufferSize.Height, 0),
new float3(lastBufferSize.Width / screenSprite.Size.X, -lastBufferSize.Height / screenSprite.Size.Y, 1f));
Flush();
Window.PumpInput(inputHandler);
Context.Present();
renderType = RenderType.None;
}
public void DrawBatch<T>(IVertexBuffer<T> vertices, IShader shader,
int firstVertex, int numVertices, PrimitiveType type)
where T : struct
{
vertices.Bind();
shader.Bind();
Context.DrawPrimitives(type, firstVertex, numVertices);
PerfHistory.Increment("batches", 1);
}
public void DrawQuadBatch(ref Vertex[] vertices, IShader shader, int numVertices)
{
tempVertexBuffer.SetData(ref vertices, numVertices);
DrawQuadBatch(tempVertexBuffer, quadIndexBuffer, shader, numVertices / 4 * 6, 0);
}
public void DrawQuadBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices, IShader shader, int numIndices, int start)
where T : struct
{
vertices.Bind();
indices.Bind();
shader.Bind();
Context.DrawElements(numIndices, start);
PerfHistory.Increment("batches", 1);
}
public void Flush()
{
CurrentBatchRenderer = null;
}
public Size Resolution => Window.EffectiveWindowSize;
public Size NativeResolution => Window.NativeWindowSize;
public float WindowScale => Window.EffectiveWindowScale;
public float NativeWindowScale => Window.NativeWindowScale;
public GLProfile GLProfile => Window.GLProfile;
public GLProfile[] SupportedGLProfiles => Window.SupportedGLProfiles;
public interface IBatchRenderer { void Flush(); }
public IBatchRenderer CurrentBatchRenderer
{
get => currentBatchRenderer;
set
{
if (currentBatchRenderer == value)
return;
currentBatchRenderer?.Flush();
currentBatchRenderer = value;
}
}
public IFrameBuffer CreateFrameBuffer(Size s)
{
return Context.CreateFrameBuffer(s);
}
public IShader CreateShader(IShaderBindings bindings)
{
return Context.CreateShader(bindings);
}
public IVertexBuffer<T> CreateVertexBuffer<T>(int length) where T : struct
{
return Context.CreateVertexBuffer<T>(length);
}
public void EnableScissor(Rectangle rect)
{
// Must remain inside the current scissor rect
if (scissorState.Count > 0)
rect = Rectangle.Intersect(rect, scissorState.Peek());
Flush();
if (renderType == RenderType.World)
{
var r = Rectangle.FromLTRB(
rect.Left / WorldDownscaleFactor,
rect.Top / WorldDownscaleFactor,
(rect.Right + WorldDownscaleFactor - 1) / WorldDownscaleFactor,
(rect.Bottom + WorldDownscaleFactor - 1) / WorldDownscaleFactor);
worldBuffer.EnableScissor(r);
}
else
Context.EnableScissor(rect.X, rect.Y, rect.Width, rect.Height);
scissorState.Push(rect);
}
public void DisableScissor()
{
scissorState.Pop();
Flush();
if (renderType == RenderType.World)
{
// Restore previous scissor rect
if (scissorState.Count > 0)
{
var rect = scissorState.Peek();
var r = Rectangle.FromLTRB(
rect.Left / WorldDownscaleFactor,
rect.Top / WorldDownscaleFactor,
(rect.Right + WorldDownscaleFactor - 1) / WorldDownscaleFactor,
(rect.Bottom + WorldDownscaleFactor - 1) / WorldDownscaleFactor);
worldBuffer.EnableScissor(r);
}
else
worldBuffer.DisableScissor();
}
else
{
// Restore previous scissor rect
if (scissorState.Count > 0)
{
var rect = scissorState.Peek();
Context.EnableScissor(rect.X, rect.Y, rect.Width, rect.Height);
}
else
Context.DisableScissor();
}
}
public void EnableDepthBuffer()
{
Flush();
Context.EnableDepthBuffer();
}
public void DisableDepthBuffer()
{
Flush();
Context.DisableDepthBuffer();
}
public void ClearDepthBuffer()
{
Flush();
Context.ClearDepthBuffer();
}
public void EnableAntialiasingFilter()
{
if (renderType != RenderType.UI)
throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
Flush();
SpriteRenderer.EnablePixelArtScaling(true);
}
public void DisableAntialiasingFilter()
{
if (renderType != RenderType.UI)
throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
Flush();
SpriteRenderer.EnablePixelArtScaling(false);
}
public void GrabWindowMouseFocus()
{
Window.GrabWindowMouseFocus();
}
public void ReleaseWindowMouseFocus()
{
Window.ReleaseWindowMouseFocus();
}
public void SaveScreenshot(string path)
{
// Pull the data from the Texture directly to prevent the sheet from buffering it
var src = screenBuffer.Texture.GetData();
var srcWidth = screenSprite.Sheet.Size.Width;
var destWidth = screenSprite.Bounds.Width;
var destHeight = -screenSprite.Bounds.Height;
ThreadPool.QueueUserWorkItem(_ =>
{
// Extract the screen rect from the (larger) backing surface
var dest = new byte[4 * destWidth * destHeight];
for (var y = 0; y < destHeight; y++)
Array.Copy(src, 4 * y * srcWidth, dest, 4 * y * destWidth, 4 * destWidth);
new Png(dest, SpriteFrameType.Bgra32, destWidth, destHeight).Save(path);
});
}
public void Dispose()
{
worldBuffer?.Dispose();
screenBuffer.Dispose();
worldBufferSnapshot.Dispose();
tempVertexBuffer.Dispose();
quadIndexBuffer.Dispose();
fontSheetBuilder?.Dispose();
if (Fonts != null)
foreach (var font in Fonts.Values)
font.Dispose();
Window.Dispose();
}
public void SetVSyncEnabled(bool enabled)
{
Window.Context.SetVSyncEnabled(enabled);
}
public string GetClipboardText()
{
return Window.GetClipboardText();
}
public bool SetClipboardText(string text)
{
return Window.SetClipboardText(text);
}
public string GLVersion => Context.GLVersion;
public int DisplayCount => Window.DisplayCount;
public int CurrentDisplay => Window.CurrentDisplay;
}
}