Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
340
OpenRA.Game/Graphics/Util.cs
Normal file
340
OpenRA.Game/Graphics/Util.cs
Normal file
@@ -0,0 +1,340 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright (c) The OpenRA Developers and Contributors
|
||||
* 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.Runtime.InteropServices;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Primitives;
|
||||
|
||||
namespace OpenRA.Graphics
|
||||
{
|
||||
public static class Util
|
||||
{
|
||||
// yes, our channel order is nuts.
|
||||
static readonly int[] ChannelMasks = [2, 1, 0, 3];
|
||||
|
||||
public static uint[] CreateQuadIndices(int quads)
|
||||
{
|
||||
var indices = new uint[quads * 6];
|
||||
ReadOnlySpan<uint> cornerVertexMap = [0, 1, 2, 2, 3, 0];
|
||||
for (var i = 0; i < indices.Length; i++)
|
||||
indices[i] = cornerVertexMap[i % 6] + (uint)(4 * (i / 6));
|
||||
|
||||
return indices;
|
||||
}
|
||||
|
||||
public static void FastCreateQuad(Vertex[] vertices, in float3 o, Sprite r, int2 samplers, int paletteTextureIndex, int nv,
|
||||
in float3 size, in float3 tint, float alpha, float rotation = 0f)
|
||||
{
|
||||
float3 a, b, c, d;
|
||||
|
||||
// Rotate sprite if rotation angle is not equal to 0
|
||||
if (rotation != 0f)
|
||||
{
|
||||
var center = o + 0.5f * size;
|
||||
var angleSin = (float)Math.Sin(-rotation);
|
||||
var angleCos = (float)Math.Cos(-rotation);
|
||||
|
||||
// Rotated offset for +/- x with +/- y
|
||||
var ra = 0.5f * new float3(
|
||||
size.X * angleCos - size.Y * angleSin,
|
||||
size.X * angleSin + size.Y * angleCos,
|
||||
(size.X * angleSin + size.Y * angleCos) * size.Z / size.Y);
|
||||
|
||||
// Rotated offset for +/- x with -/+ y
|
||||
var rb = 0.5f * new float3(
|
||||
size.X * angleCos + size.Y * angleSin,
|
||||
size.X * angleSin - size.Y * angleCos,
|
||||
(size.X * angleSin - size.Y * angleCos) * size.Z / size.Y);
|
||||
|
||||
a = center - ra;
|
||||
b = center + rb;
|
||||
c = center + ra;
|
||||
d = center - rb;
|
||||
}
|
||||
else
|
||||
{
|
||||
a = o;
|
||||
b = new float3(o.X + size.X, o.Y, o.Z);
|
||||
c = new float3(o.X + size.X, o.Y + size.Y, o.Z + size.Z);
|
||||
d = new float3(o.X, o.Y + size.Y, o.Z + size.Z);
|
||||
}
|
||||
|
||||
FastCreateQuad(vertices, a, b, c, d, r, samplers, paletteTextureIndex, tint, alpha, nv);
|
||||
}
|
||||
|
||||
public static void FastCreateQuad(Vertex[] vertices,
|
||||
in float3 a, in float3 b, in float3 c, in float3 d,
|
||||
Sprite r, int2 samplers, int paletteTextureIndex,
|
||||
in float3 tint, float alpha, int nv)
|
||||
{
|
||||
float sl = 0;
|
||||
float st = 0;
|
||||
float sr = 0;
|
||||
float sb = 0;
|
||||
|
||||
// See combined.vert for documentation on the channel attribute format
|
||||
var attribC = r.Channel == TextureChannel.RGBA ? 0x02 : ((byte)r.Channel) << 1 | 0x01;
|
||||
attribC |= samplers.X << 6;
|
||||
if (r is SpriteWithSecondaryData ss)
|
||||
{
|
||||
sl = ss.SecondaryLeft;
|
||||
st = ss.SecondaryTop;
|
||||
sr = ss.SecondaryRight;
|
||||
sb = ss.SecondaryBottom;
|
||||
|
||||
attribC |= ((byte)ss.SecondaryChannel) << 4 | 0x08;
|
||||
attribC |= samplers.Y << 9;
|
||||
}
|
||||
|
||||
attribC |= (paletteTextureIndex & 0xFFFF) << 16;
|
||||
|
||||
var uAttribC = (uint)attribC;
|
||||
vertices[nv] = new Vertex(a, r.Left, r.Top, sl, st, uAttribC, tint, alpha);
|
||||
vertices[nv + 1] = new Vertex(b, r.Right, r.Top, sr, st, uAttribC, tint, alpha);
|
||||
vertices[nv + 2] = new Vertex(c, r.Right, r.Bottom, sr, sb, uAttribC, tint, alpha);
|
||||
vertices[nv + 3] = new Vertex(d, r.Left, r.Bottom, sl, sb, uAttribC, tint, alpha);
|
||||
}
|
||||
|
||||
public static void FastCopyIntoChannel(Sprite dest, byte[] src, SpriteFrameType srcType, bool premultiplied = false)
|
||||
{
|
||||
var destData = dest.Sheet.GetData();
|
||||
var stride = dest.Sheet.Size.Width;
|
||||
var x = dest.Bounds.Left;
|
||||
var y = dest.Bounds.Top;
|
||||
var width = dest.Bounds.Width;
|
||||
var height = dest.Bounds.Height;
|
||||
|
||||
if (dest.Channel == TextureChannel.RGBA)
|
||||
{
|
||||
CopyIntoRgba(src, srcType, premultiplied, destData, x, y, width, height, stride);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Copy into single channel of destination.
|
||||
var destStride = stride * 4;
|
||||
var destOffset = destStride * y + x * 4 + ChannelMasks[(int)dest.Channel];
|
||||
var destSkip = destStride - 4 * width;
|
||||
|
||||
var srcOffset = 0;
|
||||
for (var j = 0; j < height; j++)
|
||||
{
|
||||
for (var i = 0; i < width; i++, srcOffset++)
|
||||
{
|
||||
destData[destOffset] = src[srcOffset];
|
||||
destOffset += 4;
|
||||
}
|
||||
|
||||
destOffset += destSkip;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void CopyIntoRgba(
|
||||
byte[] src, SpriteFrameType srcType, bool premultiplied, byte[] dest, int x, int y, int width, int height, int stride)
|
||||
{
|
||||
var si = 0;
|
||||
var di = y * stride + x;
|
||||
var d = MemoryMarshal.Cast<byte, uint>(dest);
|
||||
|
||||
// SpriteFrameType.Brga32 is a common source format, and it matches the destination format.
|
||||
// Provide a fast past that just performs memory copies.
|
||||
if (srcType == SpriteFrameType.Bgra32)
|
||||
{
|
||||
var s = MemoryMarshal.Cast<byte, uint>(src);
|
||||
for (var h = 0; h < height; h++)
|
||||
{
|
||||
s[si..(si + width)].CopyTo(d[di..(di + width)]);
|
||||
|
||||
if (!premultiplied)
|
||||
{
|
||||
for (var w = 0; w < width; w++)
|
||||
{
|
||||
d[di] = PremultiplyAlpha(Color.FromArgb(d[di])).ToArgb();
|
||||
di++;
|
||||
}
|
||||
|
||||
di -= width;
|
||||
}
|
||||
|
||||
si += width;
|
||||
di += stride;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
for (var h = 0; h < height; h++)
|
||||
{
|
||||
for (var w = 0; w < width; w++)
|
||||
{
|
||||
byte r, g, b, a;
|
||||
switch (srcType)
|
||||
{
|
||||
case SpriteFrameType.Bgra32:
|
||||
case SpriteFrameType.Bgr24:
|
||||
b = src[si++];
|
||||
g = src[si++];
|
||||
r = src[si++];
|
||||
a = srcType == SpriteFrameType.Bgra32 ? src[si++] : byte.MaxValue;
|
||||
break;
|
||||
|
||||
case SpriteFrameType.Rgba32:
|
||||
case SpriteFrameType.Rgb24:
|
||||
r = src[si++];
|
||||
g = src[si++];
|
||||
b = src[si++];
|
||||
a = srcType == SpriteFrameType.Rgba32 ? src[si++] : byte.MaxValue;
|
||||
break;
|
||||
|
||||
default:
|
||||
throw new InvalidOperationException($"Unknown SpriteFrameType {srcType}");
|
||||
}
|
||||
|
||||
var c = Color.FromArgb(a, r, g, b);
|
||||
if (!premultiplied)
|
||||
c = PremultiplyAlpha(c);
|
||||
d[di++] = c.ToArgb();
|
||||
}
|
||||
|
||||
di += stride - width;
|
||||
}
|
||||
}
|
||||
|
||||
public static void FastCopyIntoSprite(Sprite dest, Png src)
|
||||
{
|
||||
var destData = dest.Sheet.GetData();
|
||||
var stride = dest.Sheet.Size.Width;
|
||||
var x = dest.Bounds.Left;
|
||||
var y = dest.Bounds.Top;
|
||||
var width = dest.Bounds.Width;
|
||||
var height = dest.Bounds.Height;
|
||||
|
||||
var si = 0;
|
||||
var di = y * stride + x;
|
||||
var d = MemoryMarshal.Cast<byte, uint>(destData);
|
||||
|
||||
for (var h = 0; h < height; h++)
|
||||
{
|
||||
for (var w = 0; w < width; w++)
|
||||
{
|
||||
Color c;
|
||||
switch (src.Type)
|
||||
{
|
||||
case SpriteFrameType.Indexed8:
|
||||
c = src.Palette[src.Data[si++]];
|
||||
break;
|
||||
|
||||
case SpriteFrameType.Rgba32:
|
||||
case SpriteFrameType.Rgb24:
|
||||
var r = src.Data[si++];
|
||||
var g = src.Data[si++];
|
||||
var b = src.Data[si++];
|
||||
var a = src.Type == SpriteFrameType.Rgba32 ? src.Data[si++] : byte.MaxValue;
|
||||
c = Color.FromArgb(a, r, g, b);
|
||||
break;
|
||||
|
||||
// PNGs don't support BGR[A], so no need to include them here
|
||||
default:
|
||||
throw new InvalidOperationException($"Unknown SpriteFrameType {src.Type}");
|
||||
}
|
||||
|
||||
d[di++] = PremultiplyAlpha(c).ToArgb();
|
||||
}
|
||||
|
||||
di += stride - width;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Rotates a quad about its center in the x-y plane.</summary>
|
||||
/// <param name="tl">The top left vertex of the quad.</param>
|
||||
/// <param name="size">A float3 containing the X, Y, and Z lengths of the quad.</param>
|
||||
/// <param name="rotation">The number of radians to rotate by.</param>
|
||||
/// <returns>An array of four vertices representing the rotated quad (top-left, top-right, bottom-right, bottom-left).</returns>
|
||||
public static float3[] RotateQuad(float3 tl, float3 size, float rotation)
|
||||
{
|
||||
var center = tl + 0.5f * size;
|
||||
var angleSin = (float)Math.Sin(-rotation);
|
||||
var angleCos = (float)Math.Cos(-rotation);
|
||||
|
||||
// Rotated offset for +/- x with +/- y
|
||||
var ra = 0.5f * new float3(
|
||||
size.X * angleCos - size.Y * angleSin,
|
||||
size.X * angleSin + size.Y * angleCos,
|
||||
(size.X * angleSin + size.Y * angleCos) * size.Z / size.Y);
|
||||
|
||||
// Rotated offset for +/- x with -/+ y
|
||||
var rb = 0.5f * new float3(
|
||||
size.X * angleCos + size.Y * angleSin,
|
||||
size.X * angleSin - size.Y * angleCos,
|
||||
(size.X * angleSin - size.Y * angleCos) * size.Z / size.Y);
|
||||
|
||||
return
|
||||
[
|
||||
center - ra,
|
||||
center + rb,
|
||||
center + ra,
|
||||
center - rb
|
||||
];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the bounds of an object. Used for determining which objects need to be rendered on screen, and which do not.
|
||||
/// </summary>
|
||||
/// <param name="offset">The top left vertex of the object.</param>
|
||||
/// <param name="size">A float 3 containing the X, Y, and Z lengths of the object.</param>
|
||||
/// <param name="rotation">The angle to rotate the object by (use 0f if there is no rotation).</param>
|
||||
public static Rectangle BoundingRectangle(float3 offset, float3 size, float rotation)
|
||||
{
|
||||
if (rotation == 0f)
|
||||
return new Rectangle((int)offset.X, (int)offset.Y, (int)size.X, (int)size.Y);
|
||||
|
||||
var rotatedQuad = RotateQuad(offset, size, rotation);
|
||||
var minX = rotatedQuad[0].X;
|
||||
var maxX = rotatedQuad[0].X;
|
||||
var minY = rotatedQuad[0].Y;
|
||||
var maxY = rotatedQuad[0].Y;
|
||||
for (var i = 1; i < rotatedQuad.Length; i++)
|
||||
{
|
||||
minX = Math.Min(rotatedQuad[i].X, minX);
|
||||
maxX = Math.Max(rotatedQuad[i].X, maxX);
|
||||
minY = Math.Min(rotatedQuad[i].Y, minY);
|
||||
maxY = Math.Max(rotatedQuad[i].Y, maxY);
|
||||
}
|
||||
|
||||
return new Rectangle(
|
||||
(int)minX,
|
||||
(int)minY,
|
||||
(int)Math.Ceiling(maxX) - (int)minX,
|
||||
(int)Math.Ceiling(maxY) - (int)minY);
|
||||
}
|
||||
|
||||
public static Color PremultiplyAlpha(Color c)
|
||||
{
|
||||
if (c.A == byte.MaxValue)
|
||||
return c;
|
||||
var a = c.A / 255f;
|
||||
return Color.FromArgb(c.A, (byte)(c.R * a + 0.5f), (byte)(c.G * a + 0.5f), (byte)(c.B * a + 0.5f));
|
||||
}
|
||||
|
||||
public static Color PremultipliedColorLerp(float t, Color c1, Color c2)
|
||||
{
|
||||
// Colors must be lerped in a non-multiplied color space
|
||||
var a1 = 255f / c1.A;
|
||||
var a2 = 255f / c2.A;
|
||||
return PremultiplyAlpha(Color.FromArgb(
|
||||
(int)(t * c2.A + (1 - t) * c1.A),
|
||||
(int)((byte)(t * a2 * c2.R + 0.5f) + (1 - t) * (byte)(a1 * c1.R + 0.5f)),
|
||||
(int)((byte)(t * a2 * c2.G + 0.5f) + (1 - t) * (byte)(a1 * c1.G + 0.5f)),
|
||||
(int)((byte)(t * a2 * c2.B + 0.5f) + (1 - t) * (byte)(a1 * c1.B + 0.5f))));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user