Files
OpenRA/OpenRA.Game/Graphics/ModelRenderer.cs
RoosterDragon c75a866f0d Lazily allocate sheet builder in ModelRenderer.
Avoid allocating the sheet builder each frame until it is needed. For mods that do not need to render models, this avoids allocating a large buffer and backing sheet as it will never render to the sheet. For mods that do render models, but don't need any this frame, this avoids allocating a new SheetBuilder that will not be used.
2017-12-11 01:44:21 +01:00

365 lines
13 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Drawing;
using System.Linq;
using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public class ModelRenderProxy
{
public readonly Sprite Sprite;
public readonly Sprite ShadowSprite;
public readonly float ShadowDirection;
public readonly float3[] ProjectedShadowBounds;
public ModelRenderProxy(Sprite sprite, Sprite shadowSprite, float3[] projectedShadowBounds, float shadowDirection)
{
Sprite = sprite;
ShadowSprite = shadowSprite;
ProjectedShadowBounds = projectedShadowBounds;
ShadowDirection = shadowDirection;
}
}
public sealed class ModelRenderer : IDisposable
{
// 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);
readonly Renderer renderer;
readonly IShader shader;
readonly Dictionary<Sheet, IFrameBuffer> mappedBuffers = new Dictionary<Sheet, IFrameBuffer>();
readonly Stack<KeyValuePair<Sheet, IFrameBuffer>> unmappedBuffers = new Stack<KeyValuePair<Sheet, IFrameBuffer>>();
readonly List<Pair<Sheet, Action>> doRender = new List<Pair<Sheet, Action>>();
SheetBuilder sheetBuilderForFrame;
public ModelRenderer(Renderer renderer, IShader shader)
{
this.renderer = renderer;
this.shader = shader;
}
public void SetPalette(ITexture palette)
{
shader.SetTexture("Palette", palette);
}
public void SetViewportParams(Size screen, float zoom, int2 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 ModelRenderProxy RenderAsync(
WorldRenderer wr, IEnumerable<ModelAnimation> models, 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);
if (invCameraTransform == null)
throw new InvalidOperationException("Failed to invert the cameraTransform matrix during RenderAsync.");
// 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 m in models)
{
// Convert screen offset back to world coords
var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
var worldTransform = m.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 = m.Model.Bounds(m.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[] { stl.X, stl.Y, 0, 1 },
new[] { sbr.X, sbr.Y, 0, 1 },
new[] { sbr.X, stl.Y, 0, 1 },
new[] { stl.X, sbr.Y, 0, 1 }
};
var shadowScreenTransform = Util.MatrixMultiply(cameraTransform, invShadowTransform);
var shadowGroundNormal = Util.MatrixVectorMultiply(shadowTransform, groundNormal);
var screenCorners = new float3[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 float3(corners[j][0], corners[j][1], 0);
}
// Shadows are rendered at twice the resolution to reduce artifacts
Size spriteSize, shadowSpriteSize;
int2 spriteOffset, shadowSpriteOffset;
CalculateSpriteGeometry(tl, br, 1, out spriteSize, out spriteOffset);
CalculateSpriteGeometry(stl, sbr, 2, out shadowSpriteSize, out shadowSpriteOffset);
if (sheetBuilderForFrame == null)
sheetBuilderForFrame = new SheetBuilder(SheetType.BGRA, AllocateSheet);
var sprite = sheetBuilderForFrame.Allocate(spriteSize, 0, spriteOffset);
var shadowSprite = sheetBuilderForFrame.Allocate(shadowSpriteSize, 0, 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<Sheet, Action>(sprite.Sheet, () =>
{
foreach (var m in models)
{
// Convert screen offset to world offset
var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
var rotations = m.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 = m.FrameFunc();
for (uint i = 0; i < m.Model.Sections; i++)
{
var rd = m.Model.RenderData(i);
var t = m.Model.TransformationMatrix(i, frame);
var it = Util.MatrixInverse(t);
if (it == null)
throw new InvalidOperationException("Failed to invert the transformed matrix of frame {0} during RenderAsync.".F(i));
// Transform light vector from shadow -> world -> limb coords
var lightDirection = ExtractRotationVector(Util.MatrixMultiply(it, lightTransform));
Render(rd, wr.World.ModelCache, Util.MatrixMultiply(transform, t), lightDirection,
lightAmbientColor, lightDiffuseColor, color.TextureMidIndex, normals.TextureMidIndex);
// Disable shadow normals by forcing zero diffuse and identity ambient light
if (m.ShowShadow)
Render(rd, wr.World.ModelCache, Util.MatrixMultiply(shadow, t), lightDirection,
ShadowAmbient, ShadowDiffuse, shadowPalette.TextureMidIndex, normals.TextureMidIndex);
}
}
}));
var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, ZVector);
screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector);
return new ModelRenderProxy(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(
ModelRenderData renderData,
IModelCache cache,
float[] t, float[] lightDirection,
float[] ambientLight, float[] diffuseLight,
float colorPaletteTextureMidIndex, float normalsPaletteTextureMidIndex)
{
shader.SetTexture("DiffuseTexture", renderData.Sheet.GetTexture());
shader.SetVec("PaletteRows", colorPaletteTextureMidIndex, normalsPaletteTextureMidIndex);
shader.SetMatrix("TransformMatrix", t);
shader.SetVec("LightDirection", lightDirection, 4);
shader.SetVec("AmbientLight", ambientLight, 3);
shader.SetVec("DiffuseLight", diffuseLight, 3);
shader.Render(() => renderer.DrawBatch(cache.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.TriangleList));
}
public void BeginFrame()
{
foreach (var kv in mappedBuffers)
unmappedBuffers.Push(kv);
mappedBuffers.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()
{
sheetBuilderForFrame = null;
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();
}
if (fbo != null)
DisableFrameBuffer(fbo);
doRender.Clear();
}
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(SheetType.BGRA, framebuffer.Texture);
mappedBuffers.Add(sheet, framebuffer);
return sheet;
}
public void Dispose()
{
foreach (var kvp in mappedBuffers.Concat(unmappedBuffers))
{
kvp.Key.Dispose();
kvp.Value.Dispose();
}
mappedBuffers.Clear();
unmappedBuffers.Clear();
}
}
}