/
SpriteRenderer.cs
176 lines (147 loc) · 4.67 KB
/
SpriteRenderer.cs
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#region Copyright & License Information
/*
* Copyright 2007-2018 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.Drawing;
namespace OpenRA.Graphics
{
public class SpriteRenderer : Renderer.IBatchRenderer
{
readonly Renderer renderer;
readonly IShader shader;
readonly Vertex[] vertices;
readonly Sheet[] sheets = new Sheet[8];
BlendMode currentBlend = BlendMode.Alpha;
int nv = 0;
int ns = 0;
public SpriteRenderer(Renderer renderer, IShader shader)
{
this.renderer = renderer;
this.shader = shader;
vertices = new Vertex[renderer.TempBufferSize];
}
public void Flush()
{
if (nv > 0)
{
for (var i = 0; i < ns; i++)
{
shader.SetTexture("Texture{0}".F(i), sheets[i].GetTexture());
sheets[i] = null;
}
renderer.Device.SetBlendMode(currentBlend);
shader.PrepareRender();
renderer.DrawBatch(vertices, nv, PrimitiveType.TriangleList);
renderer.Device.SetBlendMode(BlendMode.None);
nv = 0;
ns = 0;
}
}
int2 SetRenderStateForSprite(Sprite s)
{
renderer.CurrentBatchRenderer = this;
if (s.BlendMode != currentBlend || nv + 6 > renderer.TempBufferSize)
Flush();
currentBlend = s.BlendMode;
// Check if the sheet (or secondary data sheet) have already been mapped
var sheet = s.Sheet;
var sheetIndex = 0;
for (; sheetIndex < ns; sheetIndex++)
if (sheets[sheetIndex] == sheet)
break;
var secondarySheetIndex = 0;
var ss = s as SpriteWithSecondaryData;
if (ss != null)
{
var secondarySheet = ss.SecondarySheet;
for (; secondarySheetIndex < ns; secondarySheetIndex++)
if (sheets[secondarySheetIndex] == secondarySheet)
break;
}
// Make sure that we have enough free samplers to map both if needed, otherwise flush
var needSamplers = (sheetIndex == ns ? 1 : 0) + (secondarySheetIndex == ns ? 1 : 0);
if (ns + needSamplers >= sheets.Length)
{
Flush();
sheetIndex = 0;
if (ss != null)
secondarySheetIndex = 1;
}
if (sheetIndex >= ns)
{
sheets[sheetIndex] = sheet;
ns += 1;
}
if (secondarySheetIndex >= ns && ss != null)
{
sheets[secondarySheetIndex] = ss.SecondarySheet;
ns += 1;
}
return new int2(sheetIndex, secondarySheetIndex);
}
internal void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
{
var samplers = SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, samplers, paletteTextureIndex, nv, size);
nv += 6;
}
public void DrawSprite(Sprite s, float3 location, PaletteReference pal)
{
DrawSprite(s, location, pal.TextureIndex, s.Size);
}
public void DrawSprite(Sprite s, float3 location, PaletteReference pal, float3 size)
{
DrawSprite(s, location, pal.TextureIndex, size);
}
public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
{
var samplers = SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, a, b, c, d, s, samplers, 0, nv);
nv += 6;
}
public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet, BlendMode blendMode)
{
shader.SetTexture("Texture0", sheet.GetTexture());
renderer.Device.SetBlendMode(blendMode);
shader.PrepareRender();
renderer.DrawBatch(buffer, start, length, type);
renderer.Device.SetBlendMode(BlendMode.None);
}
// For RGBAColorRenderer
internal void DrawRGBAVertices(Vertex[] v)
{
renderer.CurrentBatchRenderer = this;
if (currentBlend != BlendMode.Alpha || nv + v.Length > renderer.TempBufferSize)
Flush();
currentBlend = BlendMode.Alpha;
Array.Copy(v, 0, vertices, nv, v.Length);
nv += v.Length;
}
public void SetPalette(ITexture palette)
{
shader.SetTexture("Palette", palette);
}
public void SetViewportParams(Size screen, float depthScale, float depthOffset, float zoom, int2 scroll)
{
shader.SetVec("Scroll", scroll.X, scroll.Y, scroll.Y);
shader.SetVec("r1",
zoom * 2f / screen.Width,
-zoom * 2f / screen.Height,
-depthScale * zoom / screen.Height);
shader.SetVec("r2", -1, 1, 1 - depthOffset);
// Texture index is sampled as a float, so convert to pixels then scale
shader.SetVec("DepthTextureScale", 128 * depthScale * zoom / screen.Height);
}
public void SetDepthPreviewEnabled(bool enabled)
{
shader.SetBool("EnableDepthPreview", enabled);
}
}
}