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