Post shader will use real sprite bounding box (#1536)

Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Alex Evgrashin
2021-02-24 00:54:48 +03:00
committed by GitHub
parent a7f31f9ebf
commit 393c15c44a
6 changed files with 145 additions and 23 deletions

View File

@@ -222,6 +222,12 @@ namespace Robust.Client.GameObjects
ISpriteLayer this[object layerKey] { get; }
IEnumerable<ISpriteLayer> AllLayers { get; }
int GetLayerDirectionCount(ISpriteLayer layer);
/// <summary>
/// Calculate sprite bounding box in world-space coordinates.
/// </summary>
Box2 CalculateBoundingBox();
}
}

View File

@@ -26,5 +26,17 @@ namespace Robust.Client.GameObjects
RSI.State.Direction EffectiveDirection(Angle worldRotation);
Vector2 LocalToLayer(Vector2 localPos);
/// <summary>
/// Layer size in pixels.
/// Don't account layer scale or sprite world transform.
/// </summary>
Vector2i PixelSize { get; }
/// <summary>
/// Calculate layer bounding box in sprite local-space coordinates.
/// </summary>
/// <returns>Bounding box in sprite local-space coordinates.</returns>
Box2 CalculateBoundingBox();
}
}

View File

@@ -1604,6 +1604,39 @@ namespace Robust.Client.GameObjects
return builder.ToString();
}
/// <inheritdoc/>
public Box2 CalculateBoundingBox()
{
// fast check for empty sprites
if (Layers.Count == 0)
return new Box2();
// we need to calculate bounding box taking into account all nested layers
// because layers can have offsets, scale or rotation we need to calculate a new BB
// based on lowest bottomLeft and hightest topRight points from all layers
var box = Layers[0].CalculateBoundingBox();
for (int i = 1; i < Layers.Count; i++)
{
var layer = Layers[i];
var layerBB = layer.CalculateBoundingBox();
box = box.Union(layerBB);
}
// apply sprite transformations and calculate sprite bounding box
// we can optimize it a bit, if sprite doesn't have rotation
var spriteBox = box.Scale(Scale);
var spriteHasRotation = !Rotation.EqualsApprox(Angle.Zero);
var spriteBB = spriteHasRotation ?
new Box2Rotated(spriteBox, Rotation).CalcBoundingBox() : spriteBox;
// move it all to world transform system (with sprite offset)
var worldPosition = Owner.Transform.WorldPosition;
var worldBB = spriteBB.Translated(Offset + worldPosition);
return worldBB;
}
/// <summary>
/// Enum to "offset" a cardinal direction.
/// </summary>
@@ -1889,6 +1922,33 @@ namespace Robust.Client.GameObjects
{
Offset = offset;
}
/// <inheritdoc/>
public Vector2i PixelSize
{
get
{
var pixelSize = Vector2i.Zero;
if (Texture != null)
{
pixelSize = Texture.Size;
}
else if (ActualRsi != null)
{
pixelSize = ActualRsi.Size;
}
return pixelSize;
}
}
/// <inheritdoc/>
public Box2 CalculateBoundingBox()
{
// TODO: scale & rotation for layers is currently unimplemented.
return Box2.CenteredAround(Offset, PixelSize / EyeManager.PixelsPerMeter);
}
}
void IAnimationProperties.SetAnimatableProperty(string name, object value)

View File

@@ -183,27 +183,61 @@ namespace Robust.Client.Graphics.Clyde
break;
}
RenderTexture? entityPostRenderTarget = null;
Vector2i roundedPos = default;
if (entry.sprite.PostShader != null)
{
_renderHandle.UseRenderTarget(EntityPostRenderTarget);
_renderHandle.Clear(new Color());
// Calculate viewport so that the entity thinks it's drawing to the same position,
// which is necessary for light application,
// but it's ACTUALLY drawing into the center of the render target.
var spritePos = entry.sprite.Owner.Transform.WorldPosition;
var screenPos = _eyeManager.WorldToScreen(spritePos);
var (roundedX, roundedY) = roundedPos = (Vector2i) screenPos;
var flippedPos = new Vector2i(roundedX, screenSize.Y - roundedY);
flippedPos -= EntityPostRenderTarget.Size / 2;
_renderHandle.Viewport(Box2i.FromDimensions(-flippedPos, screenSize));
// calculate world bounding box
var spriteBB = entry.sprite.CalculateBoundingBox();
var spriteLB = spriteBB.BottomLeft;
var spriteRT = spriteBB.TopRight;
// finally we can calculate screen bounding in pixels
var screenLB = _eyeManager.WorldToScreen(spriteLB);
var screenRT = _eyeManager.WorldToScreen(spriteRT);
// we need to scale RT a for effects like emission or highlight
// scale can be passed with PostShader as variable in future
var postShadeScale = 1.25f;
var screenSpriteSize = (Vector2i)((screenRT - screenLB) * postShadeScale).Rounded();
screenSpriteSize.Y = -screenSpriteSize.Y;
// I'm not 100% sure why it works, but without it post-shader
// can be lower or upper by 1px than original sprite depending on sprite rotation or scale
// probably some rotation rounding error
if (screenSpriteSize.X % 2 != 0)
screenSpriteSize.X++;
if (screenSpriteSize.Y % 2 != 0)
screenSpriteSize.Y++;
// check that sprite size is valid
if (screenSpriteSize.X > 0 && screenSpriteSize.Y > 0)
{
// create new render texture with correct sprite size
entityPostRenderTarget = CreateRenderTarget(screenSpriteSize,
new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb, true),
name: nameof(entityPostRenderTarget));
_renderHandle.UseRenderTarget(entityPostRenderTarget);
_renderHandle.Clear(new Color());
// Calculate viewport so that the entity thinks it's drawing to the same position,
// which is necessary for light application,
// but it's ACTUALLY drawing into the center of the render target.
var spritePos = spriteBB.Center;
var screenPos = _eyeManager.WorldToScreen(spritePos);
var (roundedX, roundedY) = roundedPos = (Vector2i)screenPos;
var flippedPos = new Vector2i(roundedX, screenSize.Y - roundedY);
flippedPos -= entityPostRenderTarget.Size / 2;
_renderHandle.Viewport(Box2i.FromDimensions(-flippedPos, screenSize));
}
}
var matrix = entry.worldMatrix;
var worldPosition = new Vector2(matrix.R0C2, matrix.R1C2);
entry.sprite.Render(_renderHandle.DrawingHandleWorld, in entry.worldRotation, in worldPosition);
if (entry.sprite.PostShader != null)
if (entry.sprite.PostShader != null && entityPostRenderTarget != null)
{
var oldProj = _currentMatrixProj;
var oldView = _currentMatrixView;
@@ -216,11 +250,11 @@ namespace Robust.Client.Graphics.Clyde
_renderHandle.SetProjView(proj, view);
_renderHandle.SetModelTransform(Matrix3.Identity);
var rounded = roundedPos - EntityPostRenderTarget.Size / 2;
var rounded = roundedPos - entityPostRenderTarget.Size / 2;
var box = Box2i.FromDimensions(rounded, EntityPostRenderTarget.Size);
var box = Box2i.FromDimensions(rounded, entityPostRenderTarget.Size);
_renderHandle.DrawTextureScreen(EntityPostRenderTarget.Texture,
_renderHandle.DrawTextureScreen(entityPostRenderTarget.Texture,
box.BottomLeft, box.BottomRight, box.TopLeft, box.TopRight,
Color.White, null);

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@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
@@ -39,8 +39,6 @@ namespace Robust.Client.Graphics.Clyde
private GLUniformBuffer<ProjViewMatrices> ProjViewUBO = default!;
private GLUniformBuffer<UniformConstants> UniformConstantsUBO = default!;
private RenderTexture EntityPostRenderTarget = default!;
private GLBuffer BatchVBO = default!;
private GLBuffer BatchEBO = default!;
private GLHandle BatchVAO;
@@ -316,10 +314,6 @@ namespace Robust.Client.Graphics.Clyde
ProjViewUBO = new GLUniformBuffer<ProjViewMatrices>(this, BindingIndexProjView, nameof(ProjViewUBO));
UniformConstantsUBO = new GLUniformBuffer<UniformConstants>(this, BindingIndexUniformConstants, nameof(UniformConstantsUBO));
EntityPostRenderTarget = CreateRenderTarget(Vector2i.One * 8 * EyeManager.PixelsPerMeter,
new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb, true),
name: nameof(EntityPostRenderTarget));
CreateMainViewport();
}

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@@ -1,4 +1,4 @@
using System;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
@@ -118,6 +118,12 @@ namespace Robust.Shared.Maths
return FromDimensions(center - size / 2, size);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Box2 CentredAroundZero(Vector2 size)
{
return FromDimensions(-size / 2, size);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Intersects(in Box2 other)
{
@@ -236,6 +242,16 @@ namespace Robust.Shared.Maths
center + halfSize);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Box2 Scale(Vector2 scale)
{
var center = Center;
var halfSize = (Size / 2) * scale;
return new Box2(
center - halfSize,
center + halfSize);
}
/// <summary>Returns a Box2 translated by the given amount.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Box2 Translated(Vector2 point)