Everything is now OpenRA, not OpenRa
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134
OpenRA.Game/Graphics/Renderer.cs
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134
OpenRA.Game/Graphics/Renderer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Drawing.Text;
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using System.Reflection;
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using System.Windows.Forms;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Support;
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using System.IO;
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namespace OpenRA.Graphics
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{
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internal class Renderer
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{
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internal static int SheetSize;
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readonly IGraphicsDevice device;
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public IShader SpriteShader { get; private set; } /* note: shared shader params */
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public IShader LineShader { get; private set; }
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public IShader RgbaSpriteShader { get; private set; }
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public IShader WorldSpriteShader { get; private set; }
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public ITexture PaletteTexture;
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public readonly SpriteFont RegularFont, BoldFont;
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public Size Resolution { get { return device.WindowSize; } }
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public Renderer(Size resolution, bool windowed)
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{
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device = CreateDevice( Assembly.LoadFile( Path.GetFullPath( "OpenRA.Gl.dll" ) ), resolution.Width, resolution.Height, windowed, false );
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SpriteShader = device.CreateShader(FileSystem.Open("shaders/world-shp.fx"));
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LineShader = device.CreateShader(FileSystem.Open("shaders/line.fx"));
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RgbaSpriteShader = device.CreateShader(FileSystem.Open("shaders/chrome-rgba.fx"));
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WorldSpriteShader = device.CreateShader(FileSystem.Open("shaders/chrome-shp.fx"));
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// RegularFont = device.CreateFont( "FreeSans.ttf" );
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// BoldFont = device.CreateFont( "FreeSansBold.ttf" );
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RegularFont = new SpriteFont(this, "FreeSans.ttf", 14);
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BoldFont = new SpriteFont(this, "FreeSansBold.ttf", 14);
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}
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IGraphicsDevice CreateDevice( Assembly rendererDll, int width, int height, bool windowed, bool vsync )
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{
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foreach( RendererAttribute r in rendererDll.GetCustomAttributes( typeof( RendererAttribute ), false ) )
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{
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return (IGraphicsDevice)r.Type.GetConstructor( new Type[] { typeof( int ), typeof( int ), typeof( bool ), typeof( bool ) } )
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.Invoke( new object[] { width, height, windowed, vsync } );
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}
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throw new NotImplementedException();
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}
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public IGraphicsDevice Device { get { return device; } }
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public void BeginFrame(float2 r1, float2 r2, float2 scroll)
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{
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device.Begin();
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device.Clear(Color.Black);
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SetShaderParams( SpriteShader, r1, r2, scroll );
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SetShaderParams( LineShader, r1, r2, scroll );
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SetShaderParams( RgbaSpriteShader, r1, r2, scroll );
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SetShaderParams( WorldSpriteShader, r1, r2, scroll );
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}
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private void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll )
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{
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s.SetValue( "Palette", PaletteTexture );
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s.SetValue( "Scroll", scroll.X, scroll.Y );
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s.SetValue( "r1", r1.X, r1.Y );
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s.SetValue( "r2", r2.X, r2.Y );
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s.Commit();
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}
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public void EndFrame()
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{
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device.End();
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device.Present();
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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Range<int> vertexRange, Range<int> indexRange, ITexture texture, PrimitiveType type, IShader shader)
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where T : struct
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{
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shader.SetValue("DiffuseTexture", texture);
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shader.Commit();
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vertices.Bind();
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indices.Bind();
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device.DrawIndexedPrimitives(type, vertexRange, indexRange);
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PerfHistory.Increment("batches", 1);
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
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int vertexPool, int numPrimitives, ITexture texture, PrimitiveType type)
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where T : struct
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{
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SpriteShader.SetValue("DiffuseTexture", texture);
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SpriteShader.Commit();
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vertices.Bind();
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indices.Bind();
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device.DrawIndexedPrimitives(type, vertexPool, numPrimitives);
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PerfHistory.Increment("batches", 1);
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}
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}
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}
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