using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing; using Ijw.DirectX; using System.IO; using OpenRa.FileFormats; namespace OpenRa.Game { class Renderer { readonly GraphicsDevice device; readonly Shader shader; const string shaderName = "diffuse.fx"; public void SetPalette(HardwarePalette hp) { shader.SetValue("Palette", hp.Texture); } public Renderer(Control host, Size resolution, bool windowed) { host.ClientSize = resolution; device = GraphicsDevice.Create(host, resolution.Width, resolution.Height, windowed, false); shader = new Shader(device, FileSystem.Open(shaderName)); shader.Quality = ShaderQuality.Low; } public GraphicsDevice Device { get { return device; } } public void BeginFrame( float2 r1, float2 r2, float2 scroll ) { device.Begin(); shader.SetValue("Scroll", scroll); shader.SetValue("r1", r1); shader.SetValue("r2", r2); } public void EndFrame() { device.End(); device.Present(); } public void DrawWithShader(ShaderQuality quality, Action task) { shader.Quality = quality; shader.Render(() => task()); } public void DrawBatch(FvfVertexBuffer vertices, IndexBuffer indices, Range vertexRange, Range indexRange, Texture texture) where T : struct { shader.SetValue("DiffuseTexture", texture); shader.Commit(); vertices.Bind(0); indices.Bind(); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, vertexRange, indexRange); } } }