#region Copyright & License Information /* * Copyright 2007-2016 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Graphics; using OpenRA.Support; namespace OpenRA { public sealed class Renderer : IDisposable { public SpriteRenderer WorldSpriteRenderer { get; private set; } public SpriteRenderer WorldRgbaSpriteRenderer { get; private set; } public RgbaColorRenderer WorldRgbaColorRenderer { get; private set; } public VoxelRenderer WorldVoxelRenderer { get; private set; } public RgbaColorRenderer RgbaColorRenderer { get; private set; } public SpriteRenderer RgbaSpriteRenderer { get; private set; } public SpriteRenderer SpriteRenderer { get; private set; } public IReadOnlyDictionary Fonts; internal IGraphicsDevice Device { get; private set; } internal int SheetSize { get; private set; } internal int TempBufferSize { get; private set; } readonly IVertexBuffer tempBuffer; readonly Stack scissorState = new Stack(); SheetBuilder fontSheetBuilder; float depthScale; float depthOffset; Size? lastResolution; int2? lastScroll; float? lastZoom; ITexture currentPaletteTexture; IBatchRenderer currentBatchRenderer; public Renderer(IPlatform platform, GraphicSettings graphicSettings) { var resolution = GetResolution(graphicSettings); Device = platform.CreateGraphics(new Size(resolution.Width, resolution.Height), graphicSettings.Mode); TempBufferSize = graphicSettings.BatchSize; SheetSize = graphicSettings.SheetSize; WorldSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); WorldRgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); WorldRgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); WorldVoxelRenderer = new VoxelRenderer(this, Device.CreateShader("vxl")); RgbaColorRenderer = new RgbaColorRenderer(this, Device.CreateShader("color")); RgbaSpriteRenderer = new SpriteRenderer(this, Device.CreateShader("rgba")); SpriteRenderer = new SpriteRenderer(this, Device.CreateShader("shp")); tempBuffer = Device.CreateVertexBuffer(TempBufferSize); } static Size GetResolution(GraphicSettings graphicsSettings) { var size = (graphicsSettings.Mode == WindowMode.Windowed) ? graphicsSettings.WindowedSize : graphicsSettings.FullscreenSize; return new Size(size.X, size.Y); } public void InitializeFonts(ModData modData) { if (Fonts != null) foreach (var font in Fonts.Values) font.Dispose(); using (new PerfTimer("SpriteFonts")) { if (fontSheetBuilder != null) fontSheetBuilder.Dispose(); fontSheetBuilder = new SheetBuilder(SheetType.BGRA); Fonts = modData.Manifest.Fonts.ToDictionary(x => x.Key, x => new SpriteFont(x.Value.First, modData.DefaultFileSystem.Open(x.Value.First).ReadAllBytes(), x.Value.Second, fontSheetBuilder)).AsReadOnly(); } } public void InitializeDepthBuffer(MapGrid mapGrid) { // The depth buffer needs to be initialized with enough range to cover: // - the height of the screen // - the z-offset of tiles from MaxTerrainHeight below the bottom of the screen (pushed into view) // - additional z-offset from actors on top of MaxTerrainHeight terrain // - a small margin so that tiles rendered partially above the top edge of the screen aren't pushed behind the clip plane // We need an offset of mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 2 to cover the terrain height // and choose to use mapGrid.MaximumTerrainHeight * mapGrid.TileSize.Height / 4 for each of the actor and top-edge cases this.depthScale = mapGrid == null || !mapGrid.EnableDepthBuffer ? 0 : (float)Resolution.Height / (Resolution.Height + mapGrid.TileSize.Height * mapGrid.MaximumTerrainHeight); this.depthOffset = this.depthScale / 2; } public void BeginFrame(int2 scroll, float zoom) { Device.Clear(); SetViewportParams(scroll, zoom); } public void SetViewportParams(int2 scroll, float zoom) { // PERF: Calling SetViewportParams on each renderer is slow. Only call it when things change. var resolutionChanged = lastResolution != Resolution; if (resolutionChanged) { lastResolution = Resolution; RgbaSpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); SpriteRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); RgbaColorRenderer.SetViewportParams(Resolution, 0f, 0f, 1f, int2.Zero); } // If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless. if (resolutionChanged || lastScroll != scroll || lastZoom != zoom) { lastScroll = scroll; lastZoom = zoom; WorldRgbaSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); WorldSpriteRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); WorldVoxelRenderer.SetViewportParams(Resolution, zoom, scroll); WorldRgbaColorRenderer.SetViewportParams(Resolution, depthScale, depthOffset, zoom, scroll); } } public void SetPalette(HardwarePalette palette) { if (palette.Texture == currentPaletteTexture) return; Flush(); currentPaletteTexture = palette.Texture; RgbaSpriteRenderer.SetPalette(currentPaletteTexture); SpriteRenderer.SetPalette(currentPaletteTexture); WorldSpriteRenderer.SetPalette(currentPaletteTexture); WorldRgbaSpriteRenderer.SetPalette(currentPaletteTexture); WorldVoxelRenderer.SetPalette(currentPaletteTexture); } public void EndFrame(IInputHandler inputHandler) { Flush(); Device.PumpInput(inputHandler); Device.Present(); } public void DrawBatch(Vertex[] vertices, int numVertices, PrimitiveType type) { tempBuffer.SetData(vertices, numVertices); DrawBatch(tempBuffer, 0, numVertices, type); } public void DrawBatch(IVertexBuffer vertices, int firstVertex, int numVertices, PrimitiveType type) where T : struct { vertices.Bind(); Device.DrawPrimitives(type, firstVertex, numVertices); PerfHistory.Increment("batches", 1); } public void Flush() { CurrentBatchRenderer = null; } public Size Resolution { get { return Device.WindowSize; } } public interface IBatchRenderer { void Flush(); } public IBatchRenderer CurrentBatchRenderer { get { return currentBatchRenderer; } set { if (currentBatchRenderer == value) return; if (currentBatchRenderer != null) currentBatchRenderer.Flush(); currentBatchRenderer = value; } } public IVertexBuffer CreateVertexBuffer(int length) { return Device.CreateVertexBuffer(length); } public void EnableScissor(Rectangle rect) { // Must remain inside the current scissor rect if (scissorState.Any()) rect.Intersect(scissorState.Peek()); Flush(); Device.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height); scissorState.Push(rect); } public void DisableScissor() { scissorState.Pop(); Flush(); // Restore previous scissor rect if (scissorState.Any()) { var rect = scissorState.Peek(); Device.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height); } else Device.DisableScissor(); } public void EnableDepthBuffer() { Flush(); Device.EnableDepthBuffer(); } public void DisableDepthBuffer() { Flush(); Device.DisableDepthBuffer(); } public void ClearDepthBuffer() { Flush(); Device.ClearDepthBuffer(); } public void GrabWindowMouseFocus() { Device.GrabWindowMouseFocus(); } public void ReleaseWindowMouseFocus() { Device.ReleaseWindowMouseFocus(); } public void Dispose() { Device.Dispose(); WorldVoxelRenderer.Dispose(); tempBuffer.Dispose(); if (fontSheetBuilder != null) fontSheetBuilder.Dispose(); if (Fonts != null) foreach (var font in Fonts.Values) font.Dispose(); } public string GetClipboardText() { return Device.GetClipboardText(); } public bool SetClipboardText(string text) { return Device.SetClipboardText(text); } public string GLVersion { get { return Device.GLVersion; } } } }