using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing; using BluntDirectX.Direct3D; using System.IO; using OpenRa.FileFormats; namespace OpenRa.Game { class Renderer { readonly GraphicsDevice device; readonly Effect shader; readonly IntPtr r1Handle, r2Handle, baseTextureHandle, scrollHandle, paletteHandle; const string shaderName = "diffuse.fx"; public void SetPalette(HardwarePalette hp) { shader.SetTexture(paletteHandle, 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 Effect(device, FileSystem.Open(shaderName)); shader.Quality = ShaderQuality.Low; baseTextureHandle = shader.GetHandle("DiffuseTexture"); scrollHandle = shader.GetHandle("Scroll"); r1Handle = shader.GetHandle("r1"); r2Handle = shader.GetHandle("r2"); paletteHandle = shader.GetHandle("Palette"); } public GraphicsDevice Device { get { return device; } } public void BeginFrame( float2 r1, float2 r2, float2 scroll ) { device.Begin(); shader.SetValue(scrollHandle, scroll); shader.SetValue(r1Handle, r1); shader.SetValue(r2Handle, r2); } public void EndFrame() { device.End(); device.Present(); } public void DrawWithShader(ShaderQuality quality, MethodInvoker task) { shader.Quality = quality; int passes = shader.Begin(); for (int pass = 0; pass < passes; pass++) { shader.BeginPass(pass); task(); shader.EndPass(); } shader.End(); } public void DrawBatch(FvfVertexBuffer vertices, IndexBuffer indices, Range vertexRange, Range indexRange, Texture texture) where T : struct { shader.SetTexture(baseTextureHandle, texture); shader.Commit(); vertices.Bind(0); indices.Bind(); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, vertexRange, indexRange); } } }