#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it 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. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System; using System.Drawing; using System.Drawing.Text; using System.Reflection; using System.Windows.Forms; using OpenRA.FileFormats; using OpenRA.FileFormats.Graphics; using OpenRA.Support; using System.IO; namespace OpenRA.Graphics { internal class Renderer { internal static int SheetSize; readonly IGraphicsDevice device; public IShader SpriteShader { get; private set; } /* note: shared shader params */ public IShader LineShader { get; private set; } public IShader RgbaSpriteShader { get; private set; } public IShader WorldSpriteShader { get; private set; } public SpriteRenderer SpriteRenderer { get; private set; } public SpriteRenderer RgbaSpriteRenderer { get; private set; } public SpriteRenderer WorldSpriteRenderer { get; private set; } public ITexture PaletteTexture; public readonly SpriteFont RegularFont, BoldFont, TitleFont; public Size Resolution { get { return device.WindowSize; } } public Renderer(Size resolution, bool windowed) { device = CreateDevice( Assembly.LoadFile( Path.GetFullPath( "OpenRA.Gl.dll" ) ), resolution.Width, resolution.Height, windowed, false ); SpriteShader = device.CreateShader(FileSystem.Open("shaders/world-shp.fx")); LineShader = device.CreateShader(FileSystem.Open("shaders/line.fx")); RgbaSpriteShader = device.CreateShader(FileSystem.Open("shaders/chrome-rgba.fx")); WorldSpriteShader = device.CreateShader(FileSystem.Open("shaders/chrome-shp.fx")); SpriteRenderer = new SpriteRenderer( this, SpriteShader ); RgbaSpriteRenderer = new SpriteRenderer( this, RgbaSpriteShader ); WorldSpriteRenderer = new SpriteRenderer( this, WorldSpriteShader ); RegularFont = new SpriteFont(this, "FreeSans.ttf", 14); BoldFont = new SpriteFont(this, "FreeSansBold.ttf", 14); TitleFont = new SpriteFont(this, "titles.ttf", 48); } IGraphicsDevice CreateDevice( Assembly rendererDll, int width, int height, bool windowed, bool vsync ) { foreach( RendererAttribute r in rendererDll.GetCustomAttributes( typeof( RendererAttribute ), false ) ) { return (IGraphicsDevice)r.Type.GetConstructor( new Type[] { typeof( int ), typeof( int ), typeof( bool ), typeof( bool ) } ) .Invoke( new object[] { width, height, windowed, vsync } ); } throw new NotImplementedException(); } public IGraphicsDevice Device { get { return device; } } public void BeginFrame(float2 r1, float2 r2, float2 scroll) { device.Begin(); device.Clear(Color.Black); SetShaderParams( SpriteShader, r1, r2, scroll ); SetShaderParams( LineShader, r1, r2, scroll ); SetShaderParams( RgbaSpriteShader, r1, r2, scroll ); SetShaderParams( WorldSpriteShader, r1, r2, scroll ); } private void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll ) { s.SetValue( "Palette", PaletteTexture ); s.SetValue( "Scroll", scroll.X, scroll.Y ); s.SetValue( "r1", r1.X, r1.Y ); s.SetValue( "r2", r2.X, r2.Y ); s.Commit(); } public void EndFrame() { device.End(); device.Present(); } public void DrawBatch(IVertexBuffer vertices, IIndexBuffer indices, Range vertexRange, Range indexRange, PrimitiveType type, IShader shader) where T : struct { vertices.Bind(); indices.Bind(); device.DrawIndexedPrimitives(type, vertexRange, indexRange); PerfHistory.Increment("batches", 1); } public void DrawBatch(IVertexBuffer vertices, IIndexBuffer indices, int vertexPool, int numPrimitives, PrimitiveType type) where T : struct { vertices.Bind(); indices.Bind(); device.DrawIndexedPrimitives(type, vertexPool, numPrimitives); PerfHistory.Increment("batches", 1); } } }