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Remove requirement for depth sprites to share color sheet.
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pchote authored and reaperrr committed Jun 4, 2018
1 parent 2f2a772 commit 8461a82
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Showing 5 changed files with 35 additions and 47 deletions.
4 changes: 3 additions & 1 deletion OpenRA.Game/Graphics/Sprite.cs
Expand Up @@ -50,13 +50,15 @@ public Sprite(Sheet sheet, Rectangle bounds, float zRamp, float3 offset, Texture

public class SpriteWithSecondaryData : Sprite
{
public readonly Sheet SecondarySheet;
public readonly Rectangle SecondaryBounds;
public readonly TextureChannel SecondaryChannel;
public readonly float SecondaryTop, SecondaryLeft, SecondaryBottom, SecondaryRight;

public SpriteWithSecondaryData(Sprite s, Rectangle secondaryBounds, TextureChannel secondaryChannel)
public SpriteWithSecondaryData(Sprite s, Sheet secondarySheet, Rectangle secondaryBounds, TextureChannel secondaryChannel)
: base(s.Sheet, s.Bounds, s.ZRamp, s.Offset, s.Channel, s.BlendMode)
{
SecondarySheet = secondarySheet;
SecondaryBounds = secondaryBounds;
SecondaryChannel = secondaryChannel;
SecondaryLeft = (float)Math.Min(secondaryBounds.Left, secondaryBounds.Right) / s.Sheet.Size.Width;
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17 changes: 0 additions & 17 deletions OpenRA.Game/Graphics/SpriteLoader.cs
Expand Up @@ -111,23 +111,6 @@ public SpriteCache(IReadOnlyFileSystem fileSystem, ISpriteLoader[] loaders, Shee
return sprite;
}
}

/// <summary>Returns all instances of sets of sprites with the given filename</summary>
public IEnumerable<Sprite[]> AllCached(string filename)
{
return sprites.GetOrAdd(filename);
}

/// <summary>Loads and caches a new instance of sprites with the given filename</summary>
public Sprite[] Reload(string filename)
{
var sprite = FrameLoader.GetFrames(fileSystem, filename, loaders)
.Select(a => SheetBuilder.Add(a))
.ToArray();

sprites.GetOrAdd(filename).Add(sprite);
return sprite;
}
}

public class FrameCache
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36 changes: 28 additions & 8 deletions OpenRA.Game/Graphics/SpriteRenderer.cs
Expand Up @@ -62,26 +62,46 @@ int2 SetRenderStateForSprite(Sprite s)

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;

if (sheetIndex == ns)
var secondarySheetIndex = 0;
var ss = s as SpriteWithSecondaryData;
if (ss != null)
{
if (sheetIndex == sheets.Length)
{
Flush();
sheetIndex = 0;
}
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;
}

// TODO: Add support for secondary channels on different sheets
return new int2(sheetIndex, sheetIndex);
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)
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2 changes: 1 addition & 1 deletion OpenRA.Game/Graphics/Theater.cs
Expand Up @@ -85,7 +85,7 @@ public Theater(TileSet tileset)
// s and ss are guaranteed to use the same sheet
// because of the custom terrain sheet allocation
s = new SpriteWithSecondaryData(s, ss.Bounds, ss.Channel);
s = new SpriteWithSecondaryData(s, s.Sheet, ss.Bounds, ss.Channel);
}
return s;
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23 changes: 3 additions & 20 deletions OpenRA.Mods.Common/Graphics/DefaultSpriteSequence.cs
Expand Up @@ -268,38 +268,21 @@ public DefaultSpriteSequence(ModData modData, TileSet tileSet, SpriteCache cache
{
var depthSpriteFrame = LoadField(d, "DepthSpriteFrame", 0);
var depthOffset = LoadField(d, "DepthSpriteOffset", float2.Zero);
var depthSprites = cache.AllCached(depthSprite)
.Select(s => s[depthSpriteFrame]);
Func<int, IEnumerable<int>> getDepthFrame = _ => new int[] { depthSpriteFrame };
var ds = cache[depthSprite, getDepthFrame][depthSpriteFrame];

sprites = sprites.Select(s =>
{
if (s == null)
return null;
// The depth sprite must live on the same sheet as the main sprite
var ds = depthSprites.FirstOrDefault(dss => dss.Sheet == s.Sheet);
if (ds == null)
{
// The sequence has probably overflowed onto a new sheet.
// Allocating a new depth sprite on this sheet will almost certainly work
ds = cache.Reload(depthSprite)[depthSpriteFrame];
depthSprites = cache.AllCached(depthSprite)
.Select(ss => ss[depthSpriteFrame]);
// If that doesn't work then we may be referencing a cached sprite from an earlier sheet
// TODO: We could try and reallocate the main sprite, but that requires more complicated code and a perf hit
// We'll only cross that bridge if this becomes a problem in reality
if (ds.Sheet != s.Sheet)
throw new SheetOverflowException("Cross-sheet depth sprite reference: {0}.{1}: {2}");
}
var cw = (ds.Bounds.Left + ds.Bounds.Right) / 2 + (int)(s.Offset.X + depthOffset.X);
var ch = (ds.Bounds.Top + ds.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthOffset.Y);
var w = s.Bounds.Width / 2;
var h = s.Bounds.Height / 2;
var r = Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h);
return new SpriteWithSecondaryData(s, r, ds.Channel);
return new SpriteWithSecondaryData(s, ds.Sheet, r, ds.Channel);
}).ToArray();
}

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