312 lines
9.8 KiB
C#
312 lines
9.8 KiB
C#
using System;
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using System.Drawing;
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using System.IO;
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using System.Windows.Forms;
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using Tao.OpenGl;
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using Tao.Cg;
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using Tao.Platform.Windows;
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using System.Runtime.InteropServices;
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using System.Drawing.Imaging;
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namespace OpenRa.GlRenderer
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{
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public class GraphicsDevice
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{
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Graphics g;
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internal IntPtr dc;
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internal IntPtr rc;
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internal IntPtr cgContext;
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internal int vertexProfile, fragmentProfile;
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public static void CheckGlError()
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{
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var n = Gl.glGetError();
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if (n != Gl.GL_NO_ERROR)
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throw new InvalidOperationException("GL Error");
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}
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public GraphicsDevice(Control control, int width, int height, bool fullscreen, bool vsync)
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{
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g = control.CreateGraphics();
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dc = g.GetHdc();
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var pfd = new Gdi.PIXELFORMATDESCRIPTOR
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{
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nSize = (short)Marshal.SizeOf(typeof(Gdi.PIXELFORMATDESCRIPTOR)),
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nVersion = 1,
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dwFlags = Gdi.PFD_SUPPORT_OPENGL | Gdi.PFD_DRAW_TO_BITMAP | Gdi.PFD_DOUBLEBUFFER,
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iPixelType = Gdi.PFD_TYPE_RGBA,
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cColorBits = 24,
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iLayerType = Gdi.PFD_MAIN_PLANE
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};
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var iFormat = Gdi.ChoosePixelFormat(dc, ref pfd);
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Gdi.SetPixelFormat(dc, iFormat, ref pfd);
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rc = Wgl.wglCreateContext(dc);
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if (rc == IntPtr.Zero)
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throw new InvalidOperationException("can't create wglcontext");
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Wgl.wglMakeCurrent(dc, rc);
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cgContext = Cg.cgCreateContext();
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//Cg.cgSetErrorCallback(CgErrorCallback);
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CgGl.cgGLRegisterStates(cgContext);
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CgGl.cgGLSetManageTextureParameters(cgContext, true);
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vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
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fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
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Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
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CheckGlError();
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Gl.glEnableClientState(Gl.GL_INDEX_ARRAY);
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CheckGlError();
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}
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void CgErrorCallback()
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{
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var err = Cg.cgGetError();
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var str = Cg.cgGetErrorString(err);
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throw new InvalidOperationException(
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string.Format("CG Error: {0}: {1}", err, str));
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}
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public void EnableScissor(int left, int top, int width, int height)
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{
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Gl.glScissor(left, top, width, height);
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CheckGlError();
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Gl.glEnable(Gl.GL_SCISSOR_TEST);
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CheckGlError();
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}
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public void DisableScissor()
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{
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Gl.glDisable(Gl.GL_SCISSOR_TEST);
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CheckGlError();
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}
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public void Begin() { }
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public void End() { }
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public void Clear(Color c)
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{
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Gl.glClearColor(1, 1, 1, 1);
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CheckGlError();
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
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CheckGlError();
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}
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public void Present()
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{
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Wgl.wglSwapBuffers(dc);
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CheckGlError();
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}
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public void DrawIndexedPrimitives(PrimitiveType pt, Range<int> vertices, Range<int> indices)
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{
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Gl.glDrawElements((int)pt, indices.End - indices.Start, Gl.GL_UNSIGNED_SHORT, new IntPtr( indices.Start ));
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CheckGlError();
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}
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public void DrawIndexedPrimitives(PrimitiveType pt, int numVerts, int numPrimitives)
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{
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Gl.glDrawElements((int)pt, numPrimitives, Gl.GL_UNSIGNED_SHORT, IntPtr.Zero);
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CheckGlError();
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}
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}
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public struct Range<T>
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{
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public readonly T Start, End;
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public Range(T start, T end) { Start = start; End = end; }
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}
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public class VertexBuffer<T> where T : struct
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{
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int buffer;
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public VertexBuffer(GraphicsDevice dev, int size, VertexFormat fmt)
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{
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Gl.glGenBuffers(1, out buffer);
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GraphicsDevice.CheckGlError();
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}
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public void SetData(T[] data)
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{
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Bind();
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Gl.glBufferData(Gl.GL_ARRAY_BUFFER,
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new IntPtr(Marshal.SizeOf(typeof(T))), data, Gl.GL_DYNAMIC_DRAW);
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GraphicsDevice.CheckGlError();
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}
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public void Bind()
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{
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Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, buffer);
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GraphicsDevice.CheckGlError();
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Gl.glVertexPointer(3, Gl.GL_FLOAT, Marshal.SizeOf(typeof(T)), IntPtr.Zero);
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GraphicsDevice.CheckGlError();
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Gl.glTexCoordPointer(4, Gl.GL_FLOAT, Marshal.SizeOf(typeof(T)), new IntPtr(12));
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GraphicsDevice.CheckGlError();
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}
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bool disposed;
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public void Dispose()
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{
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if (disposed) return;
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GC.SuppressFinalize(this);
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Gl.glDeleteBuffers(1, ref buffer);
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GraphicsDevice.CheckGlError();
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disposed = true;
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}
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//~VertexBuffer() { Dispose(); }
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}
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public class IndexBuffer : IDisposable
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{
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int buffer;
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public IndexBuffer(GraphicsDevice dev, int size)
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{
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Gl.glGenBuffers(1, out buffer);
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GraphicsDevice.CheckGlError();
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}
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public void SetData(ushort[] data)
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{
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Bind();
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Gl.glBufferData(Gl.GL_ELEMENT_ARRAY_BUFFER,
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new IntPtr(2 * data.Length), data, Gl.GL_DYNAMIC_DRAW);
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GraphicsDevice.CheckGlError();
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}
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public void Bind()
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{
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Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, buffer);
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GraphicsDevice.CheckGlError();
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}
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bool disposed;
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public void Dispose()
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{
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if (disposed) return;
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GC.SuppressFinalize(this);
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Gl.glDeleteBuffers(1, ref buffer);
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GraphicsDevice.CheckGlError();
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disposed = true;
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}
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//~IndexBuffer() { Dispose(); }
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}
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public class Shader
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{
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IntPtr effect;
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IntPtr highTechnique;
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IntPtr lowTechnique;
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GraphicsDevice dev;
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public Shader(GraphicsDevice dev, Stream s)
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{
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this.dev = dev;
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var code = new StreamReader(s).ReadToEnd();
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effect = Cg.cgCreateEffect(dev.cgContext, code, null);
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if (effect == IntPtr.Zero)
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{
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var err = Cg.cgGetErrorString(Cg.cgGetError());
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var results = Cg.cgGetLastListing(dev.cgContext);
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throw new InvalidOperationException(
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string.Format("Cg compile failed ({0}):\n{1}", err, results));
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}
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lowTechnique = Cg.cgGetNamedTechnique(effect, "low_quality");
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highTechnique = Cg.cgGetNamedTechnique(effect, "high_quality");
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if (lowTechnique != IntPtr.Zero && 0 == Cg.cgValidateTechnique(lowTechnique))
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lowTechnique = IntPtr.Zero;
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if (highTechnique != IntPtr.Zero && 0 == Cg.cgValidateTechnique(highTechnique))
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highTechnique = IntPtr.Zero;
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if (highTechnique == IntPtr.Zero && lowTechnique == IntPtr.Zero)
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throw new InvalidOperationException("No valid techniques");
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}
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public ShaderQuality Quality { get; set; }
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public void Render(Action a)
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{
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CgGl.cgGLEnableProfile(dev.vertexProfile);
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CgGl.cgGLEnableProfile(dev.fragmentProfile);
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var technique = Quality == ShaderQuality.High ? highTechnique : lowTechnique;
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var pass = Cg.cgGetFirstPass(technique);
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while (pass != IntPtr.Zero)
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{
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Cg.cgSetPassState(pass);
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a();
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Cg.cgResetPassState(pass);
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pass = Cg.cgGetNextPass(pass);
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}
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CgGl.cgGLDisableProfile(dev.fragmentProfile);
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CgGl.cgGLDisableProfile(dev.vertexProfile);
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}
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public void SetValue(string name, Texture texture)
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{
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var param = Cg.cgGetNamedEffectParameter(effect, name);
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CgGl.cgGLSetupSampler(param, texture.texture);
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}
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public void SetValue(string name, float x, float y)
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{
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var param = Cg.cgGetNamedEffectParameter(effect, name);
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CgGl.cgGLSetParameter2f(param, x, y);
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}
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public void Commit() { }
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}
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public class Texture
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{
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internal int texture;
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public Texture(GraphicsDevice dev, Bitmap bitmap)
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{
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Gl.glGenTextures(1, out texture);
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GraphicsDevice.CheckGlError();
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SetData(bitmap);
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}
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public void SetData(Bitmap bitmap)
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{
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var bits = bitmap.LockBits(
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new Rectangle(0, 0, bitmap.Width, bitmap.Height),
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ImageLockMode.ReadOnly,
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PixelFormat.Format32bppArgb);
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Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_BASE_LEVEL, 0);
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GraphicsDevice.CheckGlError();
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Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAX_LEVEL, 0);
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GraphicsDevice.CheckGlError();
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Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, bits.Width, bits.Height,
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0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, bits.Scan0); // todo: weird strides
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GraphicsDevice.CheckGlError();
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bitmap.UnlockBits(bits);
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}
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}
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[Flags]
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public enum VertexFormat { Position, Texture2 }
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public enum ShaderQuality { Low, High }
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public enum PrimitiveType
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{
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PointList = Gl.GL_POINTS,
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LineList = Gl.GL_LINES,
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TriangleList = Gl.GL_TRIANGLES
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}
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}
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