line rendering - selection box!!

This commit is contained in:
Chris Forbes
2009-10-08 21:53:59 +13:00
parent 62f0a67d28
commit 2e4279664f
11 changed files with 206 additions and 42 deletions

View File

@@ -9,13 +9,12 @@ namespace OpenRa.Game.Graphics
class Renderer
{
readonly GraphicsDevice device;
readonly Shader shader;
const string shaderName = "diffuse.fx";
public Shader SpriteShader { get; private set; } /* note: shared shader params */
public Shader LineShader { get; private set; }
public void SetPalette(HardwarePalette hp)
{
shader.SetValue("Palette", hp.Texture);
SpriteShader.SetValue("Palette", hp.Texture);
}
public Renderer(Control host, Size resolution, bool windowed)
@@ -24,8 +23,10 @@ namespace OpenRa.Game.Graphics
device = GraphicsDevice.Create(host,
resolution.Width, resolution.Height, windowed, false);
shader = new Shader(device, FileSystem.Open(shaderName));
shader.Quality = ShaderQuality.Low;
SpriteShader = new Shader(device, FileSystem.Open("sprite.fx"));
SpriteShader.Quality = ShaderQuality.Low;
LineShader = new Shader(device, FileSystem.Open("line.fx"));
LineShader.Quality = ShaderQuality.High;
}
public GraphicsDevice Device { get { return device; } }
@@ -34,9 +35,10 @@ namespace OpenRa.Game.Graphics
{
device.Begin();
shader.SetValue("Scroll", scroll);
shader.SetValue("r1", r1);
shader.SetValue("r2", r2);
SpriteShader.SetValue("Scroll", scroll);
SpriteShader.SetValue("r1", r1);
SpriteShader.SetValue("r2", r2);
SpriteShader.Commit();
}
public void EndFrame()
@@ -45,24 +47,32 @@ namespace OpenRa.Game.Graphics
device.Present();
}
public void DrawWithShader(ShaderQuality quality, Action task)
{
shader.Quality = quality;
shader.Render(() => task());
}
public void DrawBatch<T>(FvfVertexBuffer<T> vertices, IndexBuffer indices,
Range<int> vertexRange, Range<int> indexRange, Texture texture)
Range<int> vertexRange, Range<int> indexRange, Texture texture, PrimitiveType type)
where T : struct
{
shader.SetValue("DiffuseTexture", texture);
shader.Commit();
SpriteShader.SetValue("DiffuseTexture", texture);
SpriteShader.Commit();
vertices.Bind(0);
indices.Bind();
device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
device.DrawIndexedPrimitives(type,
vertexRange, indexRange);
}
public void DrawBatch<T>(FvfVertexBuffer<T> vertices, IndexBuffer indices,
int vertexPool, int numPrimitives, Texture texture, PrimitiveType type)
where T : struct
{
SpriteShader.SetValue("DiffuseTexture", texture);
SpriteShader.Commit();
vertices.Bind(0);
indices.Bind();
device.DrawIndexedPrimitives(type,
vertexPool, numPrimitives);
}
}
}