removing more renderer code duplication; cleanup
This commit is contained in:
@@ -10,9 +10,6 @@
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using System;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Renderer.SdlCommon;
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using Tao.Cg;
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@@ -27,7 +24,7 @@ namespace OpenRA.Renderer.Cg
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{
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public IGraphicsDevice Create(Size size, WindowMode windowMode)
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{
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return new GraphicsDevice( size, windowMode );
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return new GraphicsDevice(size, windowMode);
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}
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}
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@@ -50,12 +47,12 @@ namespace OpenRA.Renderer.Cg
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throw new InvalidOperationException("CG Error. See graphics.log for details");
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};
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public GraphicsDevice( Size size, WindowMode window )
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public GraphicsDevice(Size size, WindowMode window)
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{
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Console.WriteLine("Using Cg renderer");
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windowSize = size;
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var extensions = new string[]
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var extensions = new []
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{
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"GL_ARB_vertex_program",
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"GL_ARB_fragment_program",
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@@ -66,85 +63,59 @@ namespace OpenRA.Renderer.Cg
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cgContext = Tao.Cg.Cg.cgCreateContext();
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Tao.Cg.Cg.cgSetErrorCallback( CgErrorCallback );
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Tao.Cg.Cg.cgSetErrorCallback(CgErrorCallback);
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Tao.Cg.CgGl.cgGLRegisterStates( cgContext );
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Tao.Cg.CgGl.cgGLSetManageTextureParameters( cgContext, true );
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vertexProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_VERTEX );
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fragmentProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_FRAGMENT );
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Tao.Cg.CgGl.cgGLRegisterStates(cgContext);
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Tao.Cg.CgGl.cgGLSetManageTextureParameters(cgContext, true);
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vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
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fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
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Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY );
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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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Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
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ErrorHandler.CheckGlError();
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Sdl.SDL_SetModState( 0 ); // i have had enough.
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Sdl.SDL_SetModState(0); // i have had enough.
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input = new SdlInput( surf );
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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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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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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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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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Gl.glDisable(Gl.GL_SCISSOR_TEST);
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ErrorHandler.CheckGlError();
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}
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public void Clear()
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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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Gl.glClearColor( 0, 0, 0, 0 );
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ErrorHandler.CheckGlError();
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Gl.glClear( Gl.GL_COLOR_BUFFER_BIT );
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ErrorHandler.CheckGlError();
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SdlGraphics.DrawPrimitives(pt, firstVertex, numVertices);
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}
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public void Present()
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{
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Sdl.SDL_GL_SwapBuffers();
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}
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public void PumpInput( IInputHandler inputHandler )
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{
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input.PumpInput( inputHandler );
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}
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public void DrawPrimitives( PrimitiveType pt, int firstVertex, int numVertices )
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{
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Gl.glDrawArrays( ModeFromPrimitiveType( pt ), firstVertex, numVertices );
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ErrorHandler.CheckGlError();
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}
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static int ModeFromPrimitiveType( PrimitiveType pt )
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{
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switch( pt )
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{
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case PrimitiveType.PointList: return Gl.GL_POINTS;
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case PrimitiveType.LineList: return Gl.GL_LINES;
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case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES;
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case PrimitiveType.QuadList: return Gl.GL_QUADS;
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}
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throw new NotImplementedException();
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}
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public void SetLineWidth( float width )
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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 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 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 { return 0; } }
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}
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@@ -9,11 +9,7 @@
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#endregion
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using System;
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using System.Diagnostics;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Renderer.SdlCommon;
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using Tao.OpenGl;
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@@ -27,7 +23,7 @@ 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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return new GraphicsDevice( size, windowMode );
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return new GraphicsDevice(size, windowMode);
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}
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}
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@@ -39,80 +35,54 @@ namespace OpenRA.Renderer.Glsl
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public Size WindowSize { get { return windowSize; } }
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public GraphicsDevice( Size size, WindowMode window )
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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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var extensions = new string[]
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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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surf = SdlGraphics.InitializeSdlGl(ref windowSize, window, extensions);
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Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY );
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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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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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Sdl.SDL_SetModState(0);
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input = new SdlInput( surf );
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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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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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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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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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Gl.glDisable(Gl.GL_SCISSOR_TEST);
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ErrorHandler.CheckGlError();
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}
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public void Clear()
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{
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Gl.glClearColor( 0, 0, 0, 0 );
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ErrorHandler.CheckGlError();
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Gl.glClear( Gl.GL_COLOR_BUFFER_BIT );
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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 Present()
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public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
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{
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Sdl.SDL_GL_SwapBuffers();
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}
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public void PumpInput( IInputHandler inputHandler )
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{
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input.PumpInput(inputHandler);
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}
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public void DrawPrimitives( PrimitiveType pt, int firstVertex, int numVertices )
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{
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Gl.glDrawArrays( ModeFromPrimitiveType( pt ), firstVertex, numVertices );
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ErrorHandler.CheckGlError();
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}
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static int ModeFromPrimitiveType( PrimitiveType pt )
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{
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switch( pt )
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{
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case PrimitiveType.PointList: return Gl.GL_POINTS;
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case PrimitiveType.LineList: return Gl.GL_LINES;
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case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES;
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case PrimitiveType.QuadList: return Gl.GL_QUADS;
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}
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throw new NotImplementedException();
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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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@@ -11,7 +11,6 @@
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using System;
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using System.Diagnostics;
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using Tao.OpenGl;
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using OpenRA.FileFormats;
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namespace OpenRA.Renderer.SdlCommon
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{
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@@ -10,12 +10,11 @@
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using System;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using OpenRA.FileFormats.Graphics;
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using Tao.OpenGl;
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using Tao.Sdl;
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using OpenRA.FileFormats.Graphics;
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namespace OpenRA.Renderer.SdlCommon
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{
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@@ -86,6 +85,32 @@ namespace OpenRA.Renderer.SdlCommon
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return surf;
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}
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static int ModeFromPrimitiveType(PrimitiveType pt)
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{
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switch(pt)
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{
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case PrimitiveType.PointList: return Gl.GL_POINTS;
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case PrimitiveType.LineList: return Gl.GL_LINES;
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case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES;
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case PrimitiveType.QuadList: return Gl.GL_QUADS;
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}
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throw new NotImplementedException();
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}
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public static void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
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{
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Gl.glDrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
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ErrorHandler.CheckGlError();
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}
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public static void Clear()
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{
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Gl.glClearColor(0, 0, 0, 0);
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ErrorHandler.CheckGlError();
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
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ErrorHandler.CheckGlError();
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}
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}
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}
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@@ -9,9 +9,7 @@
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#endregion
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using System;
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using System.Drawing;
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using System.IO;
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using Tao.OpenGl;
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using Tao.Sdl;
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namespace OpenRA.Renderer.SdlCommon
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