#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 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 [] { "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() { SdlGraphics.Clear(); } public void Present() { Sdl.SDL_GL_SwapBuffers(); } public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); } public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices) { SdlGraphics.DrawPrimitives(pt, firstVertex, numVertices); } 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; } } } }