Files
OpenRA/OpenRA.Game/Renderer.cs
Paul Chote ce09b402d0 Fix definition and use of non-indexed sprite color channels.
Our SpriteFrameType names refer to the byte channel order rather than
the bit order, meaning that SpriteFrameType.BGRA corresponds to the
standard Color.ToArgb() etc byte order when the (little-endian) integer
is read as 4 individual bytes.

The previous code did not account for the fact that non-indexed Png
uses big-endian storage for its RGBA colours, and that SheetBuilder
had the color channels incorrectly swapped to match and cancel this out.

New SpriteFrameType enums are introduced to distinguish between BGRA
(little-endian) and RGBA (big-endian) formats, and also for 24bit data
without alpha. The channel swizzling / alpha creation is now handled
when copying into the texture atlas, removing the need for non-png
ISpriteLoader implementations to allocate an additional temporary array
and reorder the channels during load.
2020-12-25 18:51:25 +01:00

493 lines
15 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.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; private set; }
public RgbaSpriteRenderer WorldRgbaSpriteRenderer { get; private set; }
public RgbaColorRenderer WorldRgbaColorRenderer { get; private set; }
public ModelRenderer WorldModelRenderer { get; private set; }
public RgbaColorRenderer RgbaColorRenderer { get; private set; }
public SpriteRenderer SpriteRenderer { get; private set; }
public RgbaSpriteRenderer RgbaSpriteRenderer { get; private set; }
public bool WindowHasInputFocus
{
get
{
return Window.HasInputFocus;
}
}
public IReadOnlyDictionary<string, SpriteFont> Fonts;
internal IPlatformWindow Window { get; private set; }
internal IGraphicsContext Context { get; private set; }
internal int SheetSize { get; private set; }
internal int TempBufferSize { get; private set; }
readonly IVertexBuffer<Vertex> tempBuffer;
readonly Stack<Rectangle> scissorState = new Stack<Rectangle>();
IFrameBuffer screenBuffer;
Sprite screenSprite;
IFrameBuffer worldBuffer;
Sprite worldSprite;
SheetBuilder fontSheetBuilder;
readonly IPlatform platform;
float depthMargin;
Size lastBufferSize = new Size(-1, -1);
Size lastWorldBufferSize = new Size(-1, -1);
Rectangle lastWorldViewport = Rectangle.Empty;
ITexture currentPaletteTexture;
IBatchRenderer currentBatchRenderer;
RenderType renderType = RenderType.None;
public Renderer(IPlatform platform, GraphicSettings graphicSettings)
{
this.platform = platform;
var resolution = GetResolution(graphicSettings);
Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height),
graphicSettings.Mode, graphicSettings.UIScale, graphicSettings.BatchSize,
graphicSettings.VideoDisplay, graphicSettings.GLProfile, !graphicSettings.DisableLegacyGL);
Context = Window.Context;
TempBufferSize = graphicSettings.BatchSize;
SheetSize = graphicSettings.SheetSize;
WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
WorldModelRenderer = new ModelRenderer(this, Context.CreateShader("model"));
SpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
tempBuffer = Context.CreateVertexBuffer(TempBufferSize);
}
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, 512);
Fonts = modData.Manifest.Get<Fonts>().FontList.ToDictionary(x => x.Key,
x => new SpriteFont(x.Value.Font, modData.DefaultFileSystem.Open(x.Value.Font).ReadAllBytes(),
x.Value.Size, x.Value.Ascender, Window.EffectiveWindowScale, fontSheetBuilder)).AsReadOnly();
}
Window.OnWindowScaleChanged += (oldNative, oldEffective, newNative, newEffective) =>
{
Game.RunAfterTick(() =>
{
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, 0f, 0f, int2.Zero);
lastBufferSize = bufferSize;
}
}
public void BeginWorld(Rectangle worldViewport)
{
if (renderType != RenderType.None)
throw new InvalidOperationException("BeginWorld called with renderType = {0}, expected RenderType.None.".F(renderType));
BeginFrame();
var worldBufferSize = worldViewport.Size.NextPowerOf2();
if (worldSprite == null || worldSprite.Sheet.Size != worldBufferSize)
{
worldBuffer?.Dispose();
// Render the world into a framebuffer at 1:1 scaling to allow the depth buffer to match the artwork at all zoom levels
worldBuffer = Context.CreateFrameBuffer(worldBufferSize);
// Pixel art scaling mode is a customized bilinear sampling
worldBuffer.Texture.ScaleFilter = TextureScaleFilter.Linear;
}
if (worldSprite == null || worldViewport.Size != worldSprite.Bounds.Size)
{
var worldSheet = new Sheet(SheetType.BGRA, worldBuffer.Texture);
worldSprite = new Sprite(worldSheet, new Rectangle(int2.Zero, worldViewport.Size), TextureChannel.RGBA);
}
worldBuffer.Bind();
if (worldBufferSize != lastWorldBufferSize || lastWorldViewport != worldViewport)
{
var depthScale = worldBufferSize.Height / (worldBufferSize.Height + depthMargin);
WorldSpriteRenderer.SetViewportParams(worldBufferSize, depthScale, depthScale / 2, worldViewport.Location);
WorldModelRenderer.SetViewportParams(worldBufferSize, worldViewport.Location);
lastWorldViewport = worldViewport;
lastWorldBufferSize = worldBufferSize;
}
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 bufferSize = new Size((int)(screenSprite.Bounds.Width / scale), (int)(-screenSprite.Bounds.Height / scale));
SpriteRenderer.SetAntialiasingPixelsPerTexel(Window.SurfaceSize.Height * 1f / worldSprite.Bounds.Height);
RgbaSpriteRenderer.DrawSprite(worldSprite, float3.Zero, new float2(bufferSize));
Flush();
SpriteRenderer.SetAntialiasingPixelsPerTexel(0);
}
else
{
// World rendering was skipped
BeginFrame();
screenBuffer.Bind();
}
renderType = RenderType.UI;
}
public void SetPalette(HardwarePalette palette)
{
if (palette.Texture == currentPaletteTexture)
return;
Flush();
currentPaletteTexture = palette.Texture;
SpriteRenderer.SetPalette(currentPaletteTexture);
WorldSpriteRenderer.SetPalette(currentPaletteTexture);
WorldModelRenderer.SetPalette(currentPaletteTexture);
}
public void EndFrame(IInputHandler inputHandler)
{
if (renderType != RenderType.UI)
throw new InvalidOperationException("EndFrame called with renderType = {0}, expected RenderType.UI.".F(renderType));
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, -lastBufferSize.Height, 0));
Flush();
Window.PumpInput(inputHandler);
Context.Present();
renderType = RenderType.None;
}
public void DrawBatch(Vertex[] vertices, int numVertices, PrimitiveType type)
{
tempBuffer.SetData(vertices, numVertices);
DrawBatch(tempBuffer, 0, numVertices, type);
}
public void DrawBatch<T>(IVertexBuffer<T> vertices,
int firstVertex, int numVertices, PrimitiveType type)
where T : struct
{
vertices.Bind();
Context.DrawPrimitives(type, firstVertex, numVertices);
PerfHistory.Increment("batches", 1);
}
public void Flush()
{
CurrentBatchRenderer = null;
}
public Size Resolution { get { return Window.EffectiveWindowSize; } }
public Size NativeResolution { get { return Window.NativeWindowSize; } }
public float WindowScale { get { return Window.EffectiveWindowScale; } }
public float NativeWindowScale { get { return Window.NativeWindowScale; } }
public GLProfile GLProfile { get { return Window.GLProfile; } }
public GLProfile[] SupportedGLProfiles { get { return Window.SupportedGLProfiles; } }
public interface IBatchRenderer { void Flush(); }
public IBatchRenderer CurrentBatchRenderer
{
get
{
return currentBatchRenderer;
}
set
{
if (currentBatchRenderer == value)
return;
currentBatchRenderer?.Flush();
currentBatchRenderer = value;
}
}
public IVertexBuffer<Vertex> CreateVertexBuffer(int length)
{
return Context.CreateVertexBuffer(length);
}
public void EnableScissor(Rectangle rect)
{
// Must remain inside the current scissor rect
if (scissorState.Any())
rect = Rectangle.Intersect(rect, scissorState.Peek());
Flush();
if (renderType == RenderType.World)
worldBuffer.EnableScissor(rect);
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.Any())
worldBuffer.EnableScissor(scissorState.Peek());
else
worldBuffer.DisableScissor();
}
else
{
// Restore previous scissor rect
if (scissorState.Any())
{
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 = {0}, expected RenderType.UI.".F(renderType));
Flush();
SpriteRenderer.SetAntialiasingPixelsPerTexel(Window.EffectiveWindowScale);
}
public void DisableAntialiasingFilter()
{
if (renderType != RenderType.UI)
throw new InvalidOperationException("EndFrame called with renderType = {0}, expected RenderType.UI.".F(renderType));
Flush();
SpriteRenderer.SetAntialiasingPixelsPerTexel(0);
}
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.BGRA, destWidth, destHeight).Save(path);
});
}
public void Dispose()
{
WorldModelRenderer.Dispose();
tempBuffer.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
{
get { return Context.GLVersion; }
}
public IFont CreateFont(byte[] data)
{
return platform.CreateFont(data);
}
public int DisplayCount
{
get { return Window.DisplayCount; }
}
public int CurrentDisplay
{
get { return Window.CurrentDisplay; }
}
}
}