#region Copyright & License Information /* * Copyright 2007-2011 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. For more information, * see COPYING. */ #endregion using System; using System.Drawing; using System.IO; using System.Linq; using System.Runtime.InteropServices; using OpenRA.FileFormats.Graphics; using OpenRA.Renderer.SdlCommon; using Tao.Cg; using Tao.OpenGl; using Tao.Sdl; [assembly: Renderer(typeof(OpenRA.Renderer.Cg.DeviceFactory))] namespace OpenRA.Renderer.Cg { public class DeviceFactory : IDeviceFactory { public IGraphicsDevice Create(Size size, WindowMode windowMode) { return new GraphicsDevice( size, windowMode ); } } public class GraphicsDevice : IGraphicsDevice { Size windowSize; internal IntPtr cgContext; internal int vertexProfile, fragmentProfile; IntPtr surf; SdlInput input; public Size WindowSize { get { return windowSize; } } static Tao.Cg.Cg.CGerrorCallbackFuncDelegate CgErrorCallback = () => { var err = Tao.Cg.Cg.cgGetError(); var msg = "CG Error: {0}: {1}".F(err, Tao.Cg.Cg.cgGetErrorString(err)); ErrorHandler.WriteGraphicsLog(msg); throw new InvalidOperationException("CG Error. See graphics.log for details"); }; public GraphicsDevice( Size size, WindowMode window ) { Console.WriteLine("Using Cg renderer"); windowSize = size; var extensions = new string[] { "GL_ARB_vertex_program", "GL_ARB_fragment_program", "GL_ARB_vertex_buffer_object", }; surf = SdlGraphics.InitializeSdlGl(ref windowSize, window, extensions); cgContext = Tao.Cg.Cg.cgCreateContext(); Tao.Cg.Cg.cgSetErrorCallback( CgErrorCallback ); Tao.Cg.CgGl.cgGLRegisterStates( cgContext ); Tao.Cg.CgGl.cgGLSetManageTextureParameters( cgContext, true ); vertexProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_VERTEX ); fragmentProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_FRAGMENT ); Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY ); ErrorHandler.CheckGlError(); Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY ); ErrorHandler.CheckGlError(); Sdl.SDL_SetModState( 0 ); // i have had enough. input = new SdlInput( surf ); } public void EnableScissor( int left, int top, int width, int height ) { if( width < 0 ) width = 0; if( height < 0 ) height = 0; Gl.glScissor( left, windowSize.Height - ( top + height ), width, height ); ErrorHandler.CheckGlError(); Gl.glEnable( Gl.GL_SCISSOR_TEST ); ErrorHandler.CheckGlError(); } public void DisableScissor() { Gl.glDisable( Gl.GL_SCISSOR_TEST ); ErrorHandler.CheckGlError(); } public void Clear( Color c ) { Gl.glClearColor( 0, 0, 0, 0 ); ErrorHandler.CheckGlError(); Gl.glClear( Gl.GL_COLOR_BUFFER_BIT ); ErrorHandler.CheckGlError(); } public void Present() { Sdl.SDL_GL_SwapBuffers(); } public void PumpInput( IInputHandler inputHandler ) { input.PumpInput( inputHandler ); } public void DrawPrimitives( PrimitiveType pt, int firstVertex, int numVertices ) { Gl.glDrawArrays( ModeFromPrimitiveType( pt ), firstVertex, numVertices ); ErrorHandler.CheckGlError(); } static int ModeFromPrimitiveType( PrimitiveType pt ) { switch( pt ) { case PrimitiveType.PointList: return Gl.GL_POINTS; case PrimitiveType.LineList: return Gl.GL_LINES; case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES; case PrimitiveType.QuadList: return Gl.GL_QUADS; } throw new NotImplementedException(); } public void SetLineWidth( float width ) { Gl.glLineWidth(width); ErrorHandler.CheckGlError(); } public IVertexBuffer CreateVertexBuffer( int size ) { return new VertexBuffer( size ); } public ITexture CreateTexture() { return new Texture(); } public ITexture CreateTexture( Bitmap bitmap ) { return new Texture( bitmap ); } public IShader CreateShader( string name ) { return new Shader( this, name ); } public int GpuMemoryUsed { get { return 0; } } } }