Duplicate the Cg renderer as a base for the glsl renderer.
This commit is contained in:
317
OpenRA.Renderer.Gl/GraphicsDevice.cs
Executable file
317
OpenRA.Renderer.Gl/GraphicsDevice.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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. For more information,
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* see LICENSE.
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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.IO;
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using OpenRA.FileFormats.Graphics;
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using Tao.Cg;
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using Tao.OpenGl;
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using Tao.Sdl;
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[assembly: Renderer(typeof(OpenRA.Renderer.Glsl.GraphicsDevice))]
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namespace OpenRA.Renderer.Glsl
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{
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public class GraphicsDevice : IGraphicsDevice
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{
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Size windowSize;
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internal IntPtr cgContext;
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internal int vertexProfile, fragmentProfile;
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IntPtr surf;
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public Size WindowSize { get { return windowSize; } }
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public enum GlError
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{
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GL_NO_ERROR = Gl.GL_NO_ERROR,
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GL_INVALID_ENUM = Gl.GL_INVALID_ENUM,
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GL_INVALID_VALUE = Gl.GL_INVALID_VALUE,
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GL_STACK_OVERFLOW = Gl.GL_STACK_OVERFLOW,
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GL_STACK_UNDERFLOW = Gl.GL_STACK_UNDERFLOW,
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GL_OUT_OF_MEMORY = Gl.GL_OUT_OF_MEMORY,
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GL_TABLE_TOO_LARGE = Gl.GL_TABLE_TOO_LARGE,
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}
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internal static void CheckGlError()
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{
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var n = Gl.glGetError();
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if( n != Gl.GL_NO_ERROR )
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throw new InvalidOperationException( "GL Error: " + ( (GlError)n ).ToString() );
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}
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public GraphicsDevice( int width, int height, WindowMode window, bool vsync )
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{
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Sdl.SDL_Init( Sdl.SDL_INIT_NOPARACHUTE | Sdl.SDL_INIT_VIDEO );
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Sdl.SDL_GL_SetAttribute( Sdl.SDL_GL_DOUBLEBUFFER, 1 );
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Sdl.SDL_GL_SetAttribute( Sdl.SDL_GL_RED_SIZE, 8 );
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Sdl.SDL_GL_SetAttribute( Sdl.SDL_GL_GREEN_SIZE, 8 );
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Sdl.SDL_GL_SetAttribute( Sdl.SDL_GL_BLUE_SIZE, 8 );
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Sdl.SDL_GL_SetAttribute( Sdl.SDL_GL_ALPHA_SIZE, 0 );
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int windowFlags = 0;
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switch( window )
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{
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case WindowMode.Fullscreen:
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windowFlags |= Sdl.SDL_FULLSCREEN;
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break;
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case WindowMode.PseudoFullscreen:
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// pseudo-fullscreen only reliably works on windows; fall back to fullscreen for everyone else
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windowFlags |= ( Environment.OSVersion.Platform == PlatformID.Win32NT ) ? Sdl.SDL_NOFRAME : Sdl.SDL_FULLSCREEN;
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Environment.SetEnvironmentVariable( "SDL_VIDEO_WINDOW_POS", "0,0" );
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break;
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default:
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break;
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}
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surf = Sdl.SDL_SetVideoMode( width, height, 0, Sdl.SDL_OPENGL | windowFlags );
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Sdl.SDL_WM_SetCaption( "OpenRA", "OpenRA" );
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Sdl.SDL_ShowCursor( 0 );
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Sdl.SDL_EnableUNICODE( 1 );
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Sdl.SDL_EnableKeyRepeat( Sdl.SDL_DEFAULT_REPEAT_DELAY, Sdl.SDL_DEFAULT_REPEAT_INTERVAL );
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CheckGlError();
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windowSize = new Size( width, height );
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cgContext = Tao.Cg.Cg.cgCreateContext();
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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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//Console.WriteLine("VP Profile: " + vertexProfile);
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//Console.WriteLine("FP Profile: " + fragmentProfile);
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Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY );
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CheckGlError();
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Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY );
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CheckGlError();
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Sdl.SDL_SetModState( 0 ); // i have had enough.
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}
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static Tao.Cg.Cg.CGerrorCallbackFuncDelegate CgErrorCallback = () =>
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{
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var err = Tao.Cg.Cg.cgGetError();
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var str = Tao.Cg.Cg.cgGetErrorString( err );
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throw new InvalidOperationException(
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string.Format( "CG Error: {0}: {1}", err, str ) );
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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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CheckGlError();
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Gl.glEnable( Gl.GL_SCISSOR_TEST );
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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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CheckGlError();
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}
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public void Clear( Color c )
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{
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Gl.glClearColor( 0, 0, 0, 0 );
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CheckGlError();
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Gl.glClear( Gl.GL_COLOR_BUFFER_BIT );
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CheckGlError();
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}
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MouseButton lastButtonBits = (MouseButton)0;
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static MouseButton MakeButton( byte b )
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{
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return b == Sdl.SDL_BUTTON_LEFT ? MouseButton.Left
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: b == Sdl.SDL_BUTTON_RIGHT ? MouseButton.Right
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: b == Sdl.SDL_BUTTON_MIDDLE ? MouseButton.Middle
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: 0;
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}
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static Modifiers MakeModifiers( int raw )
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{
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return ( ( raw & Sdl.KMOD_ALT ) != 0 ? Modifiers.Alt : 0 )
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| ( ( raw & Sdl.KMOD_CTRL ) != 0 ? Modifiers.Ctrl : 0 )
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| ( ( raw & Sdl.KMOD_SHIFT ) != 0 ? Modifiers.Shift : 0 );
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}
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bool HandleSpecialKey( KeyInput k )
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{
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switch( k.VirtKey )
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{
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case Sdl.SDLK_F13:
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var path = Environment.GetFolderPath( Environment.SpecialFolder.Personal )
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+ Path.DirectorySeparatorChar + DateTime.UtcNow.ToString( "OpenRA-yyyy-MM-ddThhmmssZ" ) + ".bmp";
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Sdl.SDL_SaveBMP( surf, path );
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return true;
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case Sdl.SDLK_F4:
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if( k.Modifiers.HasModifier( Modifiers.Alt ) )
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{
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OpenRA.Game.Exit();
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return true;
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}
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return false;
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default:
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return false;
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}
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}
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public void Present( IInputHandler inputHandler )
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{
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Sdl.SDL_GL_SwapBuffers();
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Game.HasInputFocus = 0 != ( Sdl.SDL_GetAppState() & Sdl.SDL_APPINPUTFOCUS );
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var mods = MakeModifiers( Sdl.SDL_GetModState() );
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inputHandler.ModifierKeys( mods );
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MouseInput? pendingMotion = null;
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Sdl.SDL_Event e;
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while( Sdl.SDL_PollEvent( out e ) != 0 )
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{
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switch( e.type )
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{
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case Sdl.SDL_QUIT:
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OpenRA.Game.Exit();
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break;
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case Sdl.SDL_MOUSEBUTTONDOWN:
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{
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if( pendingMotion != null )
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{
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inputHandler.OnMouseInput( pendingMotion.Value );
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pendingMotion = null;
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}
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var button = MakeButton( e.button.button );
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lastButtonBits |= button;
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inputHandler.OnMouseInput( new MouseInput(
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MouseInputEvent.Down, button, new int2( e.button.x, e.button.y ), mods ) );
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} break;
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case Sdl.SDL_MOUSEBUTTONUP:
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{
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if( pendingMotion != null )
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{
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inputHandler.OnMouseInput( pendingMotion.Value );
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pendingMotion = null;
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}
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var button = MakeButton( e.button.button );
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lastButtonBits &= ~button;
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inputHandler.OnMouseInput( new MouseInput(
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MouseInputEvent.Up, button, new int2( e.button.x, e.button.y ), mods ) );
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} break;
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case Sdl.SDL_MOUSEMOTION:
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{
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pendingMotion = new MouseInput(
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MouseInputEvent.Move,
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lastButtonBits,
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new int2( e.motion.x, e.motion.y ),
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mods );
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} break;
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case Sdl.SDL_KEYDOWN:
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{
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var keyEvent = new KeyInput
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{
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Event = KeyInputEvent.Down,
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Modifiers = mods,
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KeyChar = (char)e.key.keysym.unicode,
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KeyName = Sdl.SDL_GetKeyName( e.key.keysym.sym ),
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VirtKey = e.key.keysym.sym
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};
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if( !HandleSpecialKey( keyEvent ) )
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inputHandler.OnKeyInput( keyEvent );
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} break;
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case Sdl.SDL_KEYUP:
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{
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var keyEvent = new KeyInput
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{
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Event = KeyInputEvent.Up,
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Modifiers = mods,
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KeyChar = (char)e.key.keysym.unicode,
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KeyName = Sdl.SDL_GetKeyName( e.key.keysym.sym ),
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VirtKey = e.key.keysym.sym
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};
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inputHandler.OnKeyInput( keyEvent );
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} break;
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}
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}
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if( pendingMotion != null )
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{
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inputHandler.OnMouseInput( pendingMotion.Value );
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pendingMotion = null;
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}
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CheckGlError();
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}
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public void DrawIndexedPrimitives( PrimitiveType pt, Range<int> vertices, Range<int> indices )
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{
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Gl.glDrawElements( ModeFromPrimitiveType( pt ), indices.End - indices.Start,
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Gl.GL_UNSIGNED_SHORT, new IntPtr( indices.Start * 2 ) );
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CheckGlError();
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}
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public void DrawIndexedPrimitives( PrimitiveType pt, int numVerts, int numPrimitives )
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{
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Gl.glDrawElements( ModeFromPrimitiveType( pt ), numPrimitives * IndicesPerPrimitive( pt ),
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Gl.GL_UNSIGNED_SHORT, IntPtr.Zero );
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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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}
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throw new NotImplementedException();
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}
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static int IndicesPerPrimitive( PrimitiveType pt )
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{
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switch( pt )
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{
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case PrimitiveType.PointList: return 1;
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case PrimitiveType.LineList: return 2;
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case PrimitiveType.TriangleList: return 3;
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}
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throw new NotImplementedException();
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}
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public IVertexBuffer<Vertex> CreateVertexBuffer( int size ) { return new VertexBuffer<Vertex>( this, size ); }
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public IIndexBuffer CreateIndexBuffer( int size ) { return new IndexBuffer( this, size ); }
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public ITexture CreateTexture() { return new Texture( this ); }
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public ITexture CreateTexture( Bitmap bitmap ) { return new Texture( this, bitmap ); }
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public IShader CreateShader( string name ) { return new Shader( this, name ); }
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}
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}
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