Files
OpenRA/OpenRA.Game/Graphics/VoxelRenderer.cs
2013-06-04 20:40:24 +12:00

89 lines
2.9 KiB
C#

#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 VoxelRenderer
{
Renderer renderer;
IShader shader;
IShader shadowShader;
public VoxelRenderer(Renderer renderer, IShader shader, IShader shadowShader)
{
this.renderer = renderer;
this.shader = shader;
this.shadowShader = shadowShader;
}
public void Render(VoxelLoader loader, 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(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
}
public void RenderShadow(VoxelLoader loader, VoxelRenderData renderData,
float[] t, float[] lightDirection, float[] groundNormal, float groundZ, int colorPalette)
{
shadowShader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
shadowShader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes, 0);
shadowShader.SetMatrix("TransformMatrix", t);
shadowShader.SetVec("LightDirection", lightDirection, 4);
shadowShader.SetVec("GroundNormal", groundNormal, 3);
shadowShader.SetVec("GroundZ", groundZ);
shadowShader.Render(() => renderer.DrawBatch(loader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
}
public void SetPalette(ITexture palette)
{
shader.SetTexture("Palette", palette);
shadowShader.SetTexture("Palette", palette);
}
public void SetViewportParams(Size screen, float zoom, float2 scroll)
{
// Construct projection matrix
// Clip planes are set at -height and +2*height
var tiw = 2*zoom / screen.Width;
var tih = 2*zoom / screen.Height;
var view = new float[]
{
tiw, 0, 0, 0,
0, -tih, 0, 0,
0, 0, -tih/3, 0,
-1 - tiw*scroll.X,
1 + tih*scroll.Y,
1 + tih*scroll.Y/3,
1
};
shader.SetMatrix("View", view);
shadowShader.SetMatrix("View", view);
}
}
}