Files
OpenRA/OpenRA.Game/Graphics/WorldRenderer.cs
RoosterDragon f0f02dff5c Dispose of graphics resources deterministically.
Textures, FrameBuffers and VertexBuffers allocated by the Sdl2 Renderer were only being released via finalizers. This could lead to OpenGL out of memory errors since resources may not be cleaned up in a timely manner. To avoid this, IDisposable has been implemented and transitively applied to classes that use these resources.

As a side-effect some static state is no longer static, particularly in Renderer, in order to facilitate this change and just for nicer design in general.

Also dispose some bitmaps.
2014-12-22 17:34:01 +00:00

263 lines
8.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Traits;
namespace OpenRA.Graphics
{
public class PaletteReference
{
public readonly string Name;
public readonly int Index;
public IPalette Palette { get; internal set; }
public PaletteReference(string name, int index, IPalette palette)
{
Name = name;
Index = index;
Palette = palette;
}
}
public sealed class WorldRenderer : IDisposable
{
public readonly World world;
public readonly Theater Theater;
public Viewport Viewport { get; private set; }
readonly TerrainRenderer terrainRenderer;
readonly HardwarePalette palette;
readonly Dictionary<string, PaletteReference> palettes;
readonly Lazy<DeveloperMode> devTrait;
internal WorldRenderer(World world)
{
this.world = world;
Viewport = new Viewport(this, world.Map);
palette = new HardwarePalette();
palettes = new Dictionary<string, PaletteReference>();
foreach (var pal in world.traitDict.ActorsWithTrait<ILoadsPalettes>())
pal.Trait.LoadPalettes(this);
palette.Initialize();
Theater = new Theater(world.TileSet);
terrainRenderer = new TerrainRenderer(world, this);
devTrait = Exts.Lazy(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null);
}
PaletteReference CreatePaletteReference(string name)
{
var pal = palette.GetPalette(name);
return new PaletteReference(name, palette.GetPaletteIndex(name), pal);
}
public PaletteReference Palette(string name) { return palettes.GetOrAdd(name, CreatePaletteReference); }
public void AddPalette(string name, ImmutablePalette pal) { palette.AddPalette(name, pal, false); }
public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
public void ReplacePalette(string name, IPalette pal) { palette.ReplacePalette(name, pal); palettes[name].Palette = pal; }
List<IRenderable> GenerateRenderables()
{
var comparer = new RenderableComparer(this);
var actors = world.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight)
.Append(world.WorldActor)
.ToList();
// Include player actor for the rendered player
if (world.RenderPlayer != null)
actors.Add(world.RenderPlayer.PlayerActor);
var worldRenderables = actors.SelectMany(a => a.Render(this));
if (world.OrderGenerator != null)
worldRenderables = worldRenderables.Concat(world.OrderGenerator.Render(this, world));
worldRenderables = worldRenderables.OrderBy(r => r, comparer);
// Effects are drawn on top of all actors
// HACK: Effects aren't interleaved with actors.
var effectRenderables = world.Effects
.SelectMany(e => e.Render(this));
if (world.OrderGenerator != null)
effectRenderables = effectRenderables.Concat(world.OrderGenerator.RenderAfterWorld(this, world));
// Iterating via foreach() copies the structs, so enumerate by index
var renderables = worldRenderables.Concat(effectRenderables).ToList();
Game.Renderer.WorldVoxelRenderer.BeginFrame();
for (var i = 0; i < renderables.Count; i++)
renderables[i].BeforeRender(this);
Game.Renderer.WorldVoxelRenderer.EndFrame();
return renderables;
}
public void Draw()
{
RefreshPalette();
if (world.IsShellmap && !Game.Settings.Game.ShowShellmap)
return;
var renderables = GenerateRenderables();
var bounds = Viewport.ScissorBounds;
Game.Renderer.EnableScissor(bounds);
terrainRenderer.Draw(this, Viewport);
Game.Renderer.Flush();
for (var i = 0; i < renderables.Count; i++)
renderables[i].Render(this);
// added for contrails
foreach (var a in world.ActorsWithTrait<IPostRender>())
if (a.Actor.IsInWorld && !a.Actor.Destroyed)
a.Trait.RenderAfterWorld(this, a.Actor);
var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;
foreach (var a in world.ActorsWithTrait<IRenderShroud>())
a.Trait.RenderShroud(this, renderShroud);
if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
for (var i = 0; i < renderables.Count; i++)
renderables[i].RenderDebugGeometry(this);
Game.Renderer.DisableScissor();
var overlayRenderables = world.Selection.Actors.Where(a => !a.Destroyed)
.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
.SelectMany(t => t.RenderAfterWorld(this))
.ToList();
Game.Renderer.WorldVoxelRenderer.BeginFrame();
for (var i = 0; i < overlayRenderables.Count; i++)
overlayRenderables[i].BeforeRender(this);
Game.Renderer.WorldVoxelRenderer.EndFrame();
// HACK: Keep old grouping behaviour
foreach (var g in overlayRenderables.GroupBy(prs => prs.GetType()))
foreach (var r in g)
r.Render(this);
if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
foreach (var g in overlayRenderables.GroupBy(prs => prs.GetType()))
foreach (var r in g)
r.RenderDebugGeometry(this);
if (!world.IsShellmap && Game.Settings.Game.AlwaysShowStatusBars)
{
foreach (var g in world.Actors.Where(a => !a.Destroyed
&& a.HasTrait<Selectable>()
&& !world.FogObscures(a)
&& !world.Selection.Actors.Contains(a)))
DrawRollover(g);
}
Game.Renderer.Flush();
}
public void DrawRollover(Actor unit)
{
var selectable = unit.TraitOrDefault<Selectable>();
if (selectable != null)
{
if (selectable.Info.Selectable)
new SelectionBarsRenderable(unit).Render(this);
}
}
public void DrawRangeCircle(WPos pos, WRange range, Color c)
{
var offset = new WVec(range.Range, 0, 0);
for (var i = 0; i < 32; i++)
{
var pa = pos + offset.Rotate(WRot.FromFacing(8 * i));
var pb = pos + offset.Rotate(WRot.FromFacing(8 * i + 6));
Game.Renderer.WorldLineRenderer.DrawLine(ScreenPosition(pa), ScreenPosition(pb), c, c);
}
}
public void DrawTargetMarker(Color c, float2 location)
{
var tl = new float2(-1 / Viewport.Zoom, -1 / Viewport.Zoom);
var br = new float2(1 / Viewport.Zoom, 1 / Viewport.Zoom);
var bl = new float2(tl.X, br.Y);
var tr = new float2(br.X, tl.Y);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(location + tl, location + tr, c, c);
wlr.DrawLine(location + tr, location + br, c, c);
wlr.DrawLine(location + br, location + bl, c, c);
wlr.DrawLine(location + bl, location + tl, c, c);
}
public void RefreshPalette()
{
palette.ApplyModifiers(world.WorldActor.TraitsImplementing<IPaletteModifier>());
Game.Renderer.SetPalette(palette);
}
// Conversion between world and screen coordinates
public float2 ScreenPosition(WPos pos)
{
var ts = Game.modData.Manifest.TileSize;
return new float2(ts.Width * pos.X / 1024f, ts.Height * (pos.Y - pos.Z) / 1024f);
}
public int2 ScreenPxPosition(WPos pos)
{
// Round to nearest pixel
var px = ScreenPosition(pos);
return new int2((int)Math.Round(px.X), (int)Math.Round(px.Y));
}
// For scaling vectors to pixel sizes in the voxel renderer
public float[] ScreenVector(WVec vec)
{
var ts = Game.modData.Manifest.TileSize;
return new float[] { ts.Width * vec.X / 1024f, ts.Height * vec.Y / 1024f, ts.Height * vec.Z / 1024f, 1 };
}
public int2 ScreenPxOffset(WVec vec)
{
// Round to nearest pixel
var px = ScreenVector(vec);
return new int2((int)Math.Round(px[0]), (int)Math.Round(px[1] - px[2]));
}
public float ScreenZPosition(WPos pos, int offset)
{
var ts = Game.modData.Manifest.TileSize;
return (pos.Y + pos.Z + offset) * ts.Height / 1024f;
}
public WPos Position(int2 screenPx)
{
var ts = Game.modData.Manifest.TileSize;
return new WPos(1024 * screenPx.X / ts.Width, 1024 * screenPx.Y / ts.Height, 0);
}
public void Dispose()
{
palette.Dispose();
Theater.Dispose();
terrainRenderer.Dispose();
}
}
}