#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.IO; using System.Reflection; using System.Windows.Forms; using OpenRA.FileFormats; using OpenRA.FileFormats.Graphics; using OpenRA.Support; namespace OpenRA.Graphics { public class Renderer { internal static int SheetSize; internal IShader SpriteShader { get; private set; } /* note: shared shader params */ internal IShader LineShader { get; private set; } internal IShader RgbaSpriteShader { get; private set; } internal IShader WorldSpriteShader { get; private set; } public SpriteRenderer SpriteRenderer { get; private set; } public SpriteRenderer RgbaSpriteRenderer { get; private set; } public SpriteRenderer WorldSpriteRenderer { get; private set; } public LineRenderer LineRenderer { get; private set; } public ITexture PaletteTexture; public readonly SpriteFont RegularFont, BoldFont, TitleFont; internal const int TempBufferSize = 8192; const int TempBufferCount = 8; Queue> tempBuffersV = new Queue>(); Queue tempBuffersI = new Queue(); public Renderer() { 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 ); LineRenderer = new LineRenderer(this); RegularFont = new SpriteFont("FreeSans.ttf", 14); BoldFont = new SpriteFont("FreeSansBold.ttf", 14); TitleFont = new SpriteFont("titles.ttf", 48); for( int i = 0 ; i < TempBufferCount ; i++ ) { tempBuffersV.Enqueue( device.CreateVertexBuffer( TempBufferSize ) ); tempBuffersI.Enqueue( device.CreateIndexBuffer( TempBufferSize ) ); } } internal IGraphicsDevice Device { get { return device; } } public void BeginFrame(float2 scroll) { device.Clear(Color.Black); float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height); float2 r2 = new float2(-1, 1); 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", (int) scroll.X, (int) scroll.Y ); s.SetValue( "r1", r1.X, r1.Y ); s.SetValue( "r2", r2.X, r2.Y ); s.Commit(); } public void EndFrame( IInputHandler inputHandler ) { Flush(); device.Present( inputHandler ); } 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); } public void Flush() { CurrentBatchRenderer = null; } static IGraphicsDevice device; public static Size Resolution { get { return device.WindowSize; } } internal static void Initialize( OpenRA.FileFormats.Graphics.WindowMode windowMode ) { var resolution = GetResolution( windowMode ); if (Game.Settings.Graphics.UseNullRenderer) device = CreateDevice(Assembly.LoadFile(Path.GetFullPath(Game.Settings.Graphics.NullRenderEngine)), resolution.Width, resolution.Height, windowMode, false); else device = CreateDevice( Assembly.LoadFile( Path.GetFullPath( Game.Settings.Graphics.RenderEngine ) ), resolution.Width, resolution.Height, windowMode, false ); } static Size GetResolution(WindowMode windowmode) { var desktopResolution = Screen.PrimaryScreen.Bounds.Size; var customSize = (windowmode == WindowMode.Windowed) ? Game.Settings.Graphics.WindowedSize : Game.Settings.Graphics.FullscreenSize; if (customSize.X > 0 && customSize.Y > 0) { desktopResolution.Width = customSize.X; desktopResolution.Height = customSize.Y; } return new Size( desktopResolution.Width, desktopResolution.Height); } static IGraphicsDevice CreateDevice( Assembly rendererDll, int width, int height, WindowMode window, bool vsync ) { foreach( RendererAttribute r in rendererDll.GetCustomAttributes( typeof( RendererAttribute ), false ) ) { return (IGraphicsDevice)r.Type.GetConstructor( new Type[] { typeof( int ), typeof( int ), typeof( WindowMode ), typeof( bool ) } ) .Invoke( new object[] { width, height, window, vsync } ); } throw new NotImplementedException(); } internal IVertexBuffer GetTempVertexBuffer() { var ret = tempBuffersV.Dequeue(); tempBuffersV.Enqueue( ret ); return ret; } internal IIndexBuffer GetTempIndexBuffer() { var ret = tempBuffersI.Dequeue(); tempBuffersI.Enqueue( ret ); return ret; } public interface IBatchRenderer { void Flush(); } static IBatchRenderer currentBatchRenderer; public static IBatchRenderer CurrentBatchRenderer { get { return currentBatchRenderer; } set { if( currentBatchRenderer == value ) return; if( currentBatchRenderer != null ) currentBatchRenderer.Flush(); currentBatchRenderer = value; } } public void EnableScissor(int left, int top, int width, int height) { Flush(); Device.EnableScissor( left, top, width, height ); } public void DisableScissor() { Flush(); Device.DisableScissor(); } } }