124 lines
3.2 KiB
C#
124 lines
3.2 KiB
C#
using System;
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using System.Drawing;
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using System.Windows.Forms;
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using Ijw.DirectX;
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using OpenRa.FileFormats;
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namespace OpenRa.Game.Graphics
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{
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class Renderer
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{
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readonly GraphicsDevice device;
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Texture[] palettes;
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public Shader SpriteShader { get; private set; } /* note: shared shader params */
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public Shader LineShader { get; private set; }
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public Shader RgbaSpriteShader { get; private set; }
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readonly SpriteHelper sh;
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readonly FontHelper fhDebug;
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public void BuildPalette(Map map)
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{
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palettes = Util.MakeArray(7, i => new HardwarePalette(this, map, 6 - i).Texture);
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}
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public void SetPalette(HardwarePalette hp)
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{
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SpriteShader.SetValue("Palette", hp.Texture);
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}
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public Renderer(Control host, Size resolution, bool windowed)
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{
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host.ClientSize = resolution;
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device = GraphicsDevice.Create(host,
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resolution.Width, resolution.Height, windowed, false);
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SpriteShader = new Shader(device, FileSystem.Open("sprite.fx"));
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SpriteShader.Quality = ShaderQuality.Low;
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LineShader = new Shader(device, FileSystem.Open("line.fx"));
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LineShader.Quality = ShaderQuality.High;
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RgbaSpriteShader = new Shader(device, FileSystem.Open("rgbasprite.fx"));
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RgbaSpriteShader.Quality = ShaderQuality.High;
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sh = new SpriteHelper(device);
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fhDebug = new FontHelper(device, "Tahoma", 10, false);
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}
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public GraphicsDevice Device { get { return device; } }
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public static float waterFrame = 0.0f;
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public void BeginFrame(float2 r1, float2 r2, float2 scroll)
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{
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device.Begin();
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device.Clear(0, Surfaces.Color);
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SpriteShader.SetValue("Palette", palettes[(int)(waterFrame * palettes.Length) % palettes.Length]);
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SpriteShader.SetValue("Scroll", scroll);
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SpriteShader.SetValue("r1", r1);
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SpriteShader.SetValue("r2", r2);
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SpriteShader.Commit();
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}
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public void EndFrame()
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{
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device.End();
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device.Present();
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}
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public void DrawBatch<T>(FvfVertexBuffer<T> vertices, IndexBuffer indices,
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Range<int> vertexRange, Range<int> indexRange, Texture texture, PrimitiveType type, Shader shader)
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where T : struct
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{
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shader.SetValue("DiffuseTexture", texture);
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shader.Commit();
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vertices.Bind(0);
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indices.Bind();
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device.DrawIndexedPrimitives(type,
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vertexRange, indexRange);
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}
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public void DrawBatch<T>(FvfVertexBuffer<T> vertices, IndexBuffer indices,
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int vertexPool, int numPrimitives, Texture texture, PrimitiveType type)
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where T : struct
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{
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SpriteShader.SetValue("DiffuseTexture", texture);
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SpriteShader.Commit();
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vertices.Bind(0);
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indices.Bind();
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device.DrawIndexedPrimitives(type,
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vertexPool, numPrimitives);
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}
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public void DrawText(string text, int2 pos, Color c)
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{
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sh.Begin();
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fhDebug.Draw(sh, text, pos.X, pos.Y, c.ToArgb());
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sh.End();
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}
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public int2 MeasureText(string text)
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{
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return new int2(fhDebug.MeasureText(sh, text));
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}
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public void DrawTexture(Texture t, int2 pos)
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{
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sh.Begin();
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sh.SetTransform(1,1, pos.X, pos.Y);
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sh.Draw(t, 0, 0, 256,256, -1);
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sh.End();
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}
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public Texture LoadTexture(string filename)
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{
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using (var stream = FileSystem.Open(filename))
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return Texture.Create(stream, device);
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}
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}
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}
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