Split IGraphicsContext from IPlatformWindow.
This commit is contained in:
@@ -523,7 +523,7 @@ namespace OpenRA
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Bitmap bitmap;
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using (new PerfTimer("Renderer.TakeScreenshot"))
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bitmap = Renderer.Window.TakeScreenshot();
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bitmap = Renderer.Context.TakeScreenshot();
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ThreadPool.QueueUserWorkItem(_ =>
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{
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@@ -27,7 +27,7 @@ namespace OpenRA.Graphics
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public HardwarePalette()
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{
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Texture = Game.Renderer.Window.CreateTexture();
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Texture = Game.Renderer.Context.CreateTexture();
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readOnlyModifiablePalettes = modifiablePalettes.AsReadOnly();
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}
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@@ -300,14 +300,14 @@ namespace OpenRA.Graphics
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Game.Renderer.Flush();
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fbo.Bind();
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Game.Renderer.Window.EnableDepthBuffer();
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Game.Renderer.Context.EnableDepthBuffer();
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return fbo;
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}
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void DisableFrameBuffer(IFrameBuffer fbo)
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{
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Game.Renderer.Flush();
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Game.Renderer.Window.DisableDepthBuffer();
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Game.Renderer.Context.DisableDepthBuffer();
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fbo.Unbind();
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}
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@@ -356,7 +356,7 @@ namespace OpenRA.Graphics
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}
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var size = new Size(renderer.SheetSize, renderer.SheetSize);
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var framebuffer = renderer.Window.CreateFrameBuffer(size);
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var framebuffer = renderer.Context.CreateFrameBuffer(size);
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var sheet = new Sheet(SheetType.BGRA, framebuffer.Texture);
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mappedBuffers.Add(sheet, framebuffer);
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@@ -36,39 +36,40 @@ namespace OpenRA
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public interface IPlatformWindow : IDisposable
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{
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IVertexBuffer<Vertex> CreateVertexBuffer(int length);
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ITexture CreateTexture(Bitmap bitmap);
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ITexture CreateTexture();
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IFrameBuffer CreateFrameBuffer(Size s);
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IShader CreateShader(string name);
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IGraphicsContext Context { get; }
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Size WindowSize { get; }
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float WindowScale { get; }
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event Action<float, float> OnWindowScaleChanged;
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void Clear();
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void Present();
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Bitmap TakeScreenshot();
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void PumpInput(IInputHandler inputHandler);
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string GetClipboardText();
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bool SetClipboardText(string text);
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void DrawPrimitives(PrimitiveType type, int firstVertex, int numVertices);
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void EnableScissor(int left, int top, int width, int height);
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void DisableScissor();
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void EnableDepthBuffer();
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void DisableDepthBuffer();
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void ClearDepthBuffer();
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void SetBlendMode(BlendMode mode);
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void GrabWindowMouseFocus();
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void ReleaseWindowMouseFocus();
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IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot);
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void SetHardwareCursor(IHardwareCursor cursor);
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}
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public interface IGraphicsContext : IDisposable
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{
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IVertexBuffer<Vertex> CreateVertexBuffer(int size);
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ITexture CreateTexture();
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ITexture CreateTexture(Bitmap bitmap);
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IFrameBuffer CreateFrameBuffer(Size s);
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IShader CreateShader(string name);
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void EnableScissor(int left, int top, int width, int height);
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void DisableScissor();
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Bitmap TakeScreenshot();
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void Present();
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void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices);
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void Clear();
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void EnableDepthBuffer();
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void DisableDepthBuffer();
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void ClearDepthBuffer();
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void SetBlendMode(BlendMode mode);
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string GLVersion { get; }
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}
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@@ -66,7 +66,7 @@ namespace OpenRA.Graphics
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{
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if (texture == null)
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{
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texture = Game.Renderer.Window.CreateTexture();
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texture = Game.Renderer.Context.CreateTexture();
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dirty = true;
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}
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@@ -43,10 +43,10 @@ namespace OpenRA.Graphics
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sheets[i] = null;
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}
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renderer.Window.SetBlendMode(currentBlend);
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renderer.Context.SetBlendMode(currentBlend);
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shader.PrepareRender();
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renderer.DrawBatch(vertices, nv, PrimitiveType.TriangleList);
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renderer.Window.SetBlendMode(BlendMode.None);
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renderer.Context.SetBlendMode(BlendMode.None);
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nv = 0;
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ns = 0;
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@@ -131,10 +131,10 @@ namespace OpenRA.Graphics
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public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet, BlendMode blendMode)
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{
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shader.SetTexture("Texture0", sheet.GetTexture());
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renderer.Window.SetBlendMode(blendMode);
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renderer.Context.SetBlendMode(blendMode);
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shader.PrepareRender();
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renderer.DrawBatch(buffer, start, length, type);
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renderer.Window.SetBlendMode(BlendMode.None);
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renderer.Context.SetBlendMode(BlendMode.None);
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}
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// For RGBAColorRenderer
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@@ -46,7 +46,7 @@ namespace OpenRA.Graphics
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rowStride = 6 * map.MapSize.X;
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vertices = new Vertex[rowStride * map.MapSize.Y];
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vertexBuffer = Game.Renderer.Window.CreateVertexBuffer(vertices.Length);
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vertexBuffer = Game.Renderer.Context.CreateVertexBuffer(vertices.Length);
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emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
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wr.PaletteInvalidated += UpdatePaletteIndices;
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@@ -179,7 +179,7 @@ namespace OpenRA.Graphics
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Game.Renderer.EnableScissor(bounds);
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if (enableDepthBuffer)
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Game.Renderer.Window.EnableDepthBuffer();
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Game.Renderer.Context.EnableDepthBuffer();
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terrainRenderer.Draw(this, Viewport);
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Game.Renderer.Flush();
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@@ -203,7 +203,7 @@ namespace OpenRA.Graphics
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a.Trait.RenderShroud(renderShroud, this);
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if (enableDepthBuffer)
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Game.Renderer.Window.DisableDepthBuffer();
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Game.Renderer.Context.DisableDepthBuffer();
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Game.Renderer.DisableScissor();
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@@ -30,6 +30,8 @@ namespace OpenRA
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public IReadOnlyDictionary<string, SpriteFont> Fonts;
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internal IPlatformWindow Window { get; private set; }
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internal IGraphicsContext Context { get; private set; }
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internal int SheetSize { get; private set; }
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internal int TempBufferSize { get; private set; }
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@@ -52,19 +54,20 @@ namespace OpenRA
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var resolution = GetResolution(graphicSettings);
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Window = platform.CreateWindow(new Size(resolution.Width, resolution.Height), graphicSettings.Mode);
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Context = Window.Context;
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TempBufferSize = graphicSettings.BatchSize;
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SheetSize = graphicSettings.SheetSize;
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WorldSpriteRenderer = new SpriteRenderer(this, Window.CreateShader("combined"));
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WorldSpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
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WorldRgbaSpriteRenderer = new RgbaSpriteRenderer(WorldSpriteRenderer);
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WorldRgbaColorRenderer = new RgbaColorRenderer(WorldSpriteRenderer);
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WorldModelRenderer = new ModelRenderer(this, Window.CreateShader("model"));
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SpriteRenderer = new SpriteRenderer(this, Window.CreateShader("combined"));
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WorldModelRenderer = new ModelRenderer(this, Context.CreateShader("model"));
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SpriteRenderer = new SpriteRenderer(this, Context.CreateShader("combined"));
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RgbaSpriteRenderer = new RgbaSpriteRenderer(SpriteRenderer);
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RgbaColorRenderer = new RgbaColorRenderer(SpriteRenderer);
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tempBuffer = Window.CreateVertexBuffer(TempBufferSize);
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tempBuffer = Context.CreateVertexBuffer(TempBufferSize);
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}
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static Size GetResolution(GraphicSettings graphicsSettings)
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@@ -113,7 +116,7 @@ namespace OpenRA
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public void BeginFrame(int2 scroll, float zoom)
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{
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Window.Clear();
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Context.Clear();
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SetViewportParams(scroll, zoom);
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}
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@@ -154,7 +157,7 @@ namespace OpenRA
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{
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Flush();
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Window.PumpInput(inputHandler);
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Window.Present();
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Context.Present();
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}
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public void DrawBatch(Vertex[] vertices, int numVertices, PrimitiveType type)
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@@ -168,7 +171,7 @@ namespace OpenRA
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where T : struct
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{
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vertices.Bind();
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Window.DrawPrimitives(type, firstVertex, numVertices);
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Context.DrawPrimitives(type, firstVertex, numVertices);
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PerfHistory.Increment("batches", 1);
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}
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@@ -201,7 +204,7 @@ namespace OpenRA
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public IVertexBuffer<Vertex> CreateVertexBuffer(int length)
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{
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return Window.CreateVertexBuffer(length);
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return Context.CreateVertexBuffer(length);
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}
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public void EnableScissor(Rectangle rect)
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@@ -211,7 +214,7 @@ namespace OpenRA
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rect.Intersect(scissorState.Peek());
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Flush();
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Window.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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Context.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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scissorState.Push(rect);
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}
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@@ -224,28 +227,28 @@ namespace OpenRA
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if (scissorState.Any())
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{
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var rect = scissorState.Peek();
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Window.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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Context.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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}
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else
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Window.DisableScissor();
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Context.DisableScissor();
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}
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public void EnableDepthBuffer()
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{
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Flush();
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Window.EnableDepthBuffer();
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Context.EnableDepthBuffer();
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}
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public void DisableDepthBuffer()
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{
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Flush();
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Window.DisableDepthBuffer();
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Context.DisableDepthBuffer();
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}
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public void ClearDepthBuffer()
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{
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Flush();
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Window.ClearDepthBuffer();
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Context.ClearDepthBuffer();
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}
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public void GrabWindowMouseFocus()
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@@ -282,7 +285,7 @@ namespace OpenRA
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public string GLVersion
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{
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get { return Window.GLVersion; }
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get { return Context.GLVersion; }
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}
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}
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}
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@@ -59,6 +59,7 @@
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<Compile Include="OpenAlSoundEngine.cs" />
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<Compile Include="OpenGL.cs" />
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<Compile Include="Sdl2HardwareCursor.cs" />
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<Compile Include="Sdl2GraphicsContext.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<ItemGroup>
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256
OpenRA.Platforms.Default/Sdl2GraphicsContext.cs
Normal file
256
OpenRA.Platforms.Default/Sdl2GraphicsContext.cs
Normal file
@@ -0,0 +1,256 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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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 OpenRA.Graphics;
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using SDL2;
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namespace OpenRA.Platforms.Default
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{
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sealed class Sdl2GraphicsContext : ThreadAffine, IGraphicsContext
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{
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readonly Sdl2PlatformWindow window;
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bool disposed;
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IntPtr context;
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public Sdl2GraphicsContext(Sdl2PlatformWindow window)
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{
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this.window = window;
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context = SDL.SDL_GL_CreateContext(window.Window);
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if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window.Window, context) < 0)
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throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError()));
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OpenGL.Initialize();
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OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
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OpenGL.CheckGLError();
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OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
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OpenGL.CheckGLError();
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OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
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OpenGL.CheckGLError();
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}
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public IVertexBuffer<Vertex> CreateVertexBuffer(int size)
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{
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VerifyThreadAffinity();
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return new VertexBuffer<Vertex>(size);
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}
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public ITexture CreateTexture()
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{
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VerifyThreadAffinity();
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return new Texture();
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}
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public ITexture CreateTexture(Bitmap bitmap)
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{
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VerifyThreadAffinity();
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return new Texture(bitmap);
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}
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public IFrameBuffer CreateFrameBuffer(Size s)
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{
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VerifyThreadAffinity();
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return new FrameBuffer(s);
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}
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public IShader CreateShader(string name)
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{
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VerifyThreadAffinity();
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return new Shader(name);
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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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VerifyThreadAffinity();
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if (width < 0)
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width = 0;
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if (height < 0)
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height = 0;
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var windowSize = window.WindowSize;
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var windowScale = window.WindowScale;
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var surfaceSize = window.SurfaceSize;
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var bottom = windowSize.Height - (top + height);
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if (windowSize != surfaceSize)
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{
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left = (int)Math.Round(windowScale * left);
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bottom = (int)Math.Round(windowScale * bottom);
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width = (int)Math.Round(windowScale * width);
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height = (int)Math.Round(windowScale * height);
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}
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OpenGL.glScissor(left, bottom, width, height);
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OpenGL.CheckGLError();
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OpenGL.glEnable(OpenGL.GL_SCISSOR_TEST);
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OpenGL.CheckGLError();
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}
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public void DisableScissor()
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{
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VerifyThreadAffinity();
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OpenGL.glDisable(OpenGL.GL_SCISSOR_TEST);
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OpenGL.CheckGLError();
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}
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public Bitmap TakeScreenshot()
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{
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var rect = new Rectangle(Point.Empty, window.SurfaceSize);
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var bitmap = new Bitmap(rect.Width, rect.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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var data = bitmap.LockBits(rect,
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System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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OpenGL.glPushClientAttrib(OpenGL.GL_CLIENT_PIXEL_STORE_BIT);
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OpenGL.glPixelStoref(OpenGL.GL_PACK_ROW_LENGTH, data.Stride / 4f);
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OpenGL.glPixelStoref(OpenGL.GL_PACK_ALIGNMENT, 1);
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OpenGL.glReadPixels(rect.X, rect.Y, rect.Width, rect.Height, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, data.Scan0);
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OpenGL.glFinish();
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OpenGL.glPopClientAttrib();
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bitmap.UnlockBits(data);
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// OpenGL standard defines the origin in the bottom left corner which is why this is upside-down by default.
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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return bitmap;
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}
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public void Present()
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{
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VerifyThreadAffinity();
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SDL.SDL_GL_SwapWindow(window.Window);
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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 OpenGL.GL_POINTS;
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case PrimitiveType.LineList: return OpenGL.GL_LINES;
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case PrimitiveType.TriangleList: return OpenGL.GL_TRIANGLES;
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}
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throw new NotImplementedException();
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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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VerifyThreadAffinity();
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OpenGL.glDrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
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OpenGL.CheckGLError();
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}
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public void Clear()
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{
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VerifyThreadAffinity();
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OpenGL.glClearColor(0, 0, 0, 1);
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OpenGL.CheckGLError();
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OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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}
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public void EnableDepthBuffer()
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{
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VerifyThreadAffinity();
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OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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OpenGL.glEnable(OpenGL.GL_DEPTH_TEST);
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OpenGL.CheckGLError();
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OpenGL.glDepthFunc(OpenGL.GL_LEQUAL);
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OpenGL.CheckGLError();
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}
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public void DisableDepthBuffer()
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{
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VerifyThreadAffinity();
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OpenGL.glDisable(OpenGL.GL_DEPTH_TEST);
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OpenGL.CheckGLError();
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}
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public void ClearDepthBuffer()
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{
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VerifyThreadAffinity();
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OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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}
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public void SetBlendMode(BlendMode mode)
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{
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VerifyThreadAffinity();
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OpenGL.glBlendEquation(OpenGL.GL_FUNC_ADD);
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OpenGL.CheckGLError();
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switch (mode)
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{
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case BlendMode.None:
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OpenGL.glDisable(OpenGL.GL_BLEND);
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break;
|
||||
case BlendMode.Alpha:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
|
||||
break;
|
||||
case BlendMode.Additive:
|
||||
case BlendMode.Subtractive:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE);
|
||||
if (mode == BlendMode.Subtractive)
|
||||
{
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendEquation(OpenGL.GL_FUNC_REVERSE_SUBTRACT);
|
||||
}
|
||||
|
||||
break;
|
||||
case BlendMode.Multiply:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
|
||||
OpenGL.CheckGLError();
|
||||
break;
|
||||
case BlendMode.Multiplicative:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ZERO, OpenGL.GL_SRC_COLOR);
|
||||
break;
|
||||
case BlendMode.DoubleMultiplicative:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_SRC_COLOR);
|
||||
break;
|
||||
}
|
||||
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (disposed)
|
||||
return;
|
||||
|
||||
disposed = true;
|
||||
if (context != IntPtr.Zero)
|
||||
{
|
||||
SDL.SDL_GL_DeleteContext(context);
|
||||
context = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
public string GLVersion { get { return OpenGL.Version; } }
|
||||
}
|
||||
}
|
||||
@@ -12,16 +12,18 @@
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Runtime.InteropServices;
|
||||
using OpenRA.Graphics;
|
||||
using SDL2;
|
||||
|
||||
namespace OpenRA.Platforms.Default
|
||||
{
|
||||
sealed class Sdl2PlatformWindow : ThreadAffine, IPlatformWindow
|
||||
{
|
||||
readonly IGraphicsContext context;
|
||||
readonly Sdl2Input input;
|
||||
|
||||
IntPtr context, window;
|
||||
public IGraphicsContext Context { get { return context; } }
|
||||
|
||||
internal readonly IntPtr Window;
|
||||
bool disposed;
|
||||
|
||||
public Size WindowSize { get; private set; }
|
||||
@@ -67,7 +69,7 @@ namespace OpenRA.Platforms.Default
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX && windowMode == WindowMode.Fullscreen)
|
||||
SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
|
||||
|
||||
window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
|
||||
Window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
|
||||
WindowSize.Width, WindowSize.Height, windowFlags);
|
||||
|
||||
SurfaceSize = WindowSize;
|
||||
@@ -79,7 +81,7 @@ namespace OpenRA.Platforms.Default
|
||||
// OSX defines the window size in "points", with a device-dependent number of pixels per point.
|
||||
// The window scale is simply the ratio of GL pixels / window points.
|
||||
int width, height;
|
||||
SDL.SDL_GL_GetDrawableSize(window, out width, out height);
|
||||
SDL.SDL_GL_GetDrawableSize(Window, out width, out height);
|
||||
SurfaceSize = new Size(width, height);
|
||||
WindowScale = width * 1f / WindowSize.Width;
|
||||
}
|
||||
@@ -112,7 +114,7 @@ namespace OpenRA.Platforms.Default
|
||||
|
||||
if (windowMode == WindowMode.Fullscreen)
|
||||
{
|
||||
SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
|
||||
SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
|
||||
|
||||
// Fullscreen mode on OSX will ignore the configured display resolution
|
||||
// and instead always picks an arbitrary scaled resolution choice that may
|
||||
@@ -123,7 +125,7 @@ namespace OpenRA.Platforms.Default
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX)
|
||||
{
|
||||
int width, height;
|
||||
SDL.SDL_GetWindowSize(window, out width, out height);
|
||||
SDL.SDL_GetWindowSize(Window, out width, out height);
|
||||
WindowSize = SurfaceSize = new Size(width, height);
|
||||
WindowScale = 1;
|
||||
}
|
||||
@@ -133,24 +135,13 @@ namespace OpenRA.Platforms.Default
|
||||
// Work around a visual glitch in OSX: the window is offset
|
||||
// partially offscreen if the dock is at the left of the screen
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX)
|
||||
SDL.SDL_SetWindowPosition(window, 0, 0);
|
||||
SDL.SDL_SetWindowPosition(Window, 0, 0);
|
||||
|
||||
SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
SDL.SDL_SetWindowFullscreen(Window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
|
||||
}
|
||||
|
||||
context = SDL.SDL_GL_CreateContext(window);
|
||||
if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0)
|
||||
throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError()));
|
||||
|
||||
OpenGL.Initialize();
|
||||
|
||||
OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
|
||||
OpenGL.CheckGLError();
|
||||
context = new Sdl2GraphicsContext(this);
|
||||
|
||||
SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE);
|
||||
input = new Sdl2Input();
|
||||
@@ -212,7 +203,7 @@ namespace OpenRA.Platforms.Default
|
||||
if (Platform.CurrentPlatform == PlatformType.OSX)
|
||||
{
|
||||
int width, height;
|
||||
SDL.SDL_GL_GetDrawableSize(window, out width, out height);
|
||||
SDL.SDL_GL_GetDrawableSize(Window, out width, out height);
|
||||
|
||||
if (width != SurfaceSize.Width || height != SurfaceSize.Height)
|
||||
{
|
||||
@@ -231,196 +222,26 @@ namespace OpenRA.Platforms.Default
|
||||
return;
|
||||
|
||||
disposed = true;
|
||||
if (context != IntPtr.Zero)
|
||||
{
|
||||
SDL.SDL_GL_DeleteContext(context);
|
||||
context = IntPtr.Zero;
|
||||
}
|
||||
|
||||
if (window != IntPtr.Zero)
|
||||
{
|
||||
SDL.SDL_DestroyWindow(window);
|
||||
window = IntPtr.Zero;
|
||||
}
|
||||
if (context != null)
|
||||
context.Dispose();
|
||||
|
||||
if (Window != IntPtr.Zero)
|
||||
SDL.SDL_DestroyWindow(Window);
|
||||
|
||||
SDL.SDL_Quit();
|
||||
}
|
||||
|
||||
static int ModeFromPrimitiveType(PrimitiveType pt)
|
||||
{
|
||||
switch (pt)
|
||||
{
|
||||
case PrimitiveType.PointList: return OpenGL.GL_POINTS;
|
||||
case PrimitiveType.LineList: return OpenGL.GL_LINES;
|
||||
case PrimitiveType.TriangleList: return OpenGL.GL_TRIANGLES;
|
||||
}
|
||||
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glDrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glClearColor(0, 0, 0, 1);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void EnableDepthBuffer()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnable(OpenGL.GL_DEPTH_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glDepthFunc(OpenGL.GL_LEQUAL);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void DisableDepthBuffer()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glDisable(OpenGL.GL_DEPTH_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void ClearDepthBuffer()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void SetBlendMode(BlendMode mode)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glBlendEquation(OpenGL.GL_FUNC_ADD);
|
||||
OpenGL.CheckGLError();
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
case BlendMode.None:
|
||||
OpenGL.glDisable(OpenGL.GL_BLEND);
|
||||
break;
|
||||
case BlendMode.Alpha:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
|
||||
break;
|
||||
case BlendMode.Additive:
|
||||
case BlendMode.Subtractive:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ONE, OpenGL.GL_ONE);
|
||||
if (mode == BlendMode.Subtractive)
|
||||
{
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendEquation(OpenGL.GL_FUNC_REVERSE_SUBTRACT);
|
||||
}
|
||||
|
||||
break;
|
||||
case BlendMode.Multiply:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
|
||||
OpenGL.CheckGLError();
|
||||
break;
|
||||
case BlendMode.Multiplicative:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_ZERO, OpenGL.GL_SRC_COLOR);
|
||||
break;
|
||||
case BlendMode.DoubleMultiplicative:
|
||||
OpenGL.glEnable(OpenGL.GL_BLEND);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glBlendFunc(OpenGL.GL_DST_COLOR, OpenGL.GL_SRC_COLOR);
|
||||
break;
|
||||
}
|
||||
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void GrabWindowMouseFocus()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_TRUE);
|
||||
SDL.SDL_SetWindowGrab(Window, SDL.SDL_bool.SDL_TRUE);
|
||||
}
|
||||
|
||||
public void ReleaseWindowMouseFocus()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_FALSE);
|
||||
}
|
||||
|
||||
public void EnableScissor(int left, int top, int width, int height)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
|
||||
if (width < 0)
|
||||
width = 0;
|
||||
|
||||
if (height < 0)
|
||||
height = 0;
|
||||
|
||||
var bottom = WindowSize.Height - (top + height);
|
||||
if (WindowSize != SurfaceSize)
|
||||
{
|
||||
left = (int)Math.Round(WindowScale * left);
|
||||
bottom = (int)Math.Round(WindowScale * bottom);
|
||||
width = (int)Math.Round(WindowScale * width);
|
||||
height = (int)Math.Round(WindowScale * height);
|
||||
}
|
||||
|
||||
OpenGL.glScissor(left, bottom, width, height);
|
||||
OpenGL.CheckGLError();
|
||||
OpenGL.glEnable(OpenGL.GL_SCISSOR_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public void DisableScissor()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
OpenGL.glDisable(OpenGL.GL_SCISSOR_TEST);
|
||||
OpenGL.CheckGLError();
|
||||
}
|
||||
|
||||
public Bitmap TakeScreenshot()
|
||||
{
|
||||
var rect = new Rectangle(Point.Empty, SurfaceSize);
|
||||
var bitmap = new Bitmap(rect.Width, rect.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
var data = bitmap.LockBits(rect,
|
||||
System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
|
||||
OpenGL.glPushClientAttrib(OpenGL.GL_CLIENT_PIXEL_STORE_BIT);
|
||||
|
||||
OpenGL.glPixelStoref(OpenGL.GL_PACK_ROW_LENGTH, data.Stride / 4f);
|
||||
OpenGL.glPixelStoref(OpenGL.GL_PACK_ALIGNMENT, 1);
|
||||
|
||||
OpenGL.glReadPixels(rect.X, rect.Y, rect.Width, rect.Height, OpenGL.GL_BGRA, OpenGL.GL_UNSIGNED_BYTE, data.Scan0);
|
||||
OpenGL.glFinish();
|
||||
|
||||
OpenGL.glPopClientAttrib();
|
||||
|
||||
bitmap.UnlockBits(data);
|
||||
|
||||
// OpenGL standard defines the origin in the bottom left corner which is why this is upside-down by default.
|
||||
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
|
||||
|
||||
return bitmap;
|
||||
}
|
||||
|
||||
public void Present()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
SDL.SDL_GL_SwapWindow(window);
|
||||
SDL.SDL_SetWindowGrab(Window, SDL.SDL_bool.SDL_FALSE);
|
||||
}
|
||||
|
||||
public void PumpInput(IInputHandler inputHandler)
|
||||
@@ -440,37 +261,5 @@ namespace OpenRA.Platforms.Default
|
||||
VerifyThreadAffinity();
|
||||
return input.SetClipboardText(text);
|
||||
}
|
||||
|
||||
public IVertexBuffer<Vertex> CreateVertexBuffer(int size)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new VertexBuffer<Vertex>(size);
|
||||
}
|
||||
|
||||
public ITexture CreateTexture()
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new Texture();
|
||||
}
|
||||
|
||||
public ITexture CreateTexture(Bitmap bitmap)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new Texture(bitmap);
|
||||
}
|
||||
|
||||
public IFrameBuffer CreateFrameBuffer(Size s)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new FrameBuffer(s);
|
||||
}
|
||||
|
||||
public IShader CreateShader(string name)
|
||||
{
|
||||
VerifyThreadAffinity();
|
||||
return new Shader(name);
|
||||
}
|
||||
|
||||
public string GLVersion { get { return OpenGL.Version; } }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user