Remove unnecessary duplication between renderers.

This commit is contained in:
Paul Chote
2013-03-04 20:17:22 +13:00
parent 786c3b1f1a
commit 21e8e3a78d
5 changed files with 83 additions and 146 deletions

View File

@@ -23,79 +23,23 @@ namespace OpenRA.Renderer.Glsl
{
public IGraphicsDevice Create(Size size, WindowMode windowMode)
{
Console.WriteLine("Using Gl renderer");
return new GraphicsDevice(size, windowMode);
}
}
public class GraphicsDevice : IGraphicsDevice
public class GraphicsDevice : SdlGraphics
{
Size windowSize;
IntPtr surf;
SdlInput input;
public Size WindowSize { get { return windowSize; } }
static string[] RequiredExtensions =
{
"GL_ARB_vertex_shader",
"GL_ARB_fragment_shader",
"GL_ARB_vertex_buffer_object"
};
public GraphicsDevice(Size size, WindowMode window)
{
Console.WriteLine("Using Gl renderer");
windowSize = size;
: base(size, window, RequiredExtensions) {}
var extensions = new []
{
"GL_ARB_vertex_shader",
"GL_ARB_fragment_shader",
"GL_ARB_vertex_buffer_object",
};
surf = SdlGraphics.InitializeSdlGl(ref windowSize, window, extensions);
Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
ErrorHandler.CheckGlError();
Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
ErrorHandler.CheckGlError();
Sdl.SDL_SetModState(0);
input = new SdlInput(surf);
}
public void EnableScissor(int left, int top, int width, int height)
{
if (width < 0) width = 0;
if (height < 0) height = 0;
Gl.glScissor(left, windowSize.Height - ( top + height ), width, height);
ErrorHandler.CheckGlError();
Gl.glEnable(Gl.GL_SCISSOR_TEST);
ErrorHandler.CheckGlError();
}
public void DisableScissor()
{
Gl.glDisable(Gl.GL_SCISSOR_TEST);
ErrorHandler.CheckGlError();
}
public void Clear() { SdlGraphics.Clear(); }
public void Present() { Sdl.SDL_GL_SwapBuffers(); }
public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); }
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
{
SdlGraphics.DrawPrimitives(pt, firstVertex, numVertices);
}
public void SetLineWidth( float width )
{
Gl.glLineWidth(width);
ErrorHandler.CheckGlError();
}
public IVertexBuffer<Vertex> CreateVertexBuffer( int size ) { return new VertexBuffer<Vertex>( size ); }
public ITexture CreateTexture() { return new Texture(); }
public ITexture CreateTexture( Bitmap bitmap ) { return new Texture( bitmap ); }
public IShader CreateShader( string name ) { return new Shader( this, name ); }
public int GpuMemoryUsed { get; internal set; }
public override IShader CreateShader(string name) { return new Shader( this, name ); }
}
}