Files
OpenRA/OpenRA.Game/Renderer.cs
2019-12-08 04:36:31 +01:00

399 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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 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;
SheetBuilder fontSheetBuilder;
readonly IPlatform platform;
float depthScale;
float depthOffset;
Size lastBufferSize = new Size(-1, -1);
int2 lastScroll = new int2(-1, -1);
float lastZoom = -1f;
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.BatchSize);
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 InitializeFonts(ModData modData)
{
if (Fonts != null)
foreach (var font in Fonts.Values)
font.Dispose();
using (new PerfTimer("SpriteFonts"))
{
if (fontSheetBuilder != null)
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.WindowScale, fontSheetBuilder)).AsReadOnly();
}
Window.OnWindowScaleChanged += (before, after) =>
{
Game.RunAfterTick(() =>
{
foreach (var f in Fonts)
f.Value.SetScale(after);
});
};
}
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
depthScale = mapGrid == null || !mapGrid.EnableDepthBuffer ? 0 :
(float)Resolution.Height / (Resolution.Height + mapGrid.TileSize.Height * mapGrid.MaximumTerrainHeight);
depthOffset = depthScale / 2;
}
void BeginFrame()
{
Context.Clear();
var surfaceSize = Window.SurfaceSize;
var surfaceBufferSize = surfaceSize.NextPowerOf2();
if (screenSprite == null || screenSprite.Sheet.Size != surfaceBufferSize)
{
if (screenBuffer != null)
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);
}
screenBuffer.Bind();
// 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.WindowScale;
var bufferSize = new Size((int)(surfaceBufferSize.Width / scale), (int)(surfaceBufferSize.Height / scale));
if (lastBufferSize != bufferSize)
{
SpriteRenderer.SetViewportParams(bufferSize, 0f, 0f, 1f, int2.Zero);
lastBufferSize = bufferSize;
}
}
public void BeginWorld(int2 scroll, float zoom)
{
if (renderType != RenderType.None)
throw new InvalidOperationException("BeginWorld called with renderType = {0}, expected RenderType.None.".F(renderType));
var oldLastBufferSize = lastBufferSize;
BeginFrame();
var scale = Window.WindowScale;
var surfaceSize = Window.SurfaceSize;
var surfaceBufferSize = surfaceSize.NextPowerOf2();
var bufferSize = new Size((int)(surfaceBufferSize.Width / scale), (int)(surfaceBufferSize.Height / scale));
if (oldLastBufferSize != bufferSize || lastScroll != scroll || lastZoom != zoom)
{
WorldSpriteRenderer.SetViewportParams(bufferSize, depthScale, depthOffset, zoom, scroll);
WorldModelRenderer.SetViewportParams(bufferSize, zoom, scroll);
lastScroll = scroll;
lastZoom = zoom;
}
renderType = RenderType.World;
}
public void BeginUI()
{
if (renderType == RenderType.None)
BeginFrame();
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 buffer 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.WindowSize; } }
public float WindowScale { get { return Window.WindowScale; } }
public interface IBatchRenderer { void Flush(); }
public IBatchRenderer CurrentBatchRenderer
{
get
{
return currentBatchRenderer;
}
set
{
if (currentBatchRenderer == value)
return;
if (currentBatchRenderer != null)
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();
Context.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
scissorState.Push(rect);
}
public void DisableScissor()
{
scissorState.Pop();
Flush();
// Restore previous scissor rect
if (scissorState.Any())
{
var rect = scissorState.Peek();
Context.EnableScissor(rect.Left, rect.Top, 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 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;
var channelOrder = new[] { 2, 1, 0, 3 };
ThreadPool.QueueUserWorkItem(_ =>
{
// Convert BGRA to RGBA
var dest = new byte[4 * destWidth * destHeight];
for (var y = 0; y < destHeight; y++)
{
for (var x = 0; x < destWidth; x++)
{
var destOffset = 4 * (y * destWidth + x);
var srcOffset = 4 * (y * srcWidth + x);
for (var i = 0; i < 4; i++)
dest[destOffset + i] = src[srcOffset + channelOrder[i]];
}
}
new Png(dest, destWidth, destHeight).Save(path);
});
}
public void Dispose()
{
WorldModelRenderer.Dispose();
tempBuffer.Dispose();
if (fontSheetBuilder != null)
fontSheetBuilder.Dispose();
if (Fonts != null)
foreach (var font in Fonts.Values)
font.Dispose();
Window.Dispose();
}
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);
}
}
}