Files
OpenRA/OpenRa.Gl/GraphicsDevice.cs

397 lines
12 KiB
C#

#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 <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using Tao.Cg;
using Tao.OpenGl;
using Tao.Platform.Windows;
using OpenRa.FileFormats.Graphics;
using Tao.Glfw;
[assembly: Renderer( typeof( OpenRa.GlRenderer.GraphicsDevice ))]
namespace OpenRa.GlRenderer
{
public class GraphicsDevice : IGraphicsDevice
{
Size windowSize;
internal IntPtr cgContext;
internal int vertexProfile, fragmentProfile;
readonly Glfw.GLFWmousebuttonfun mouseButtonCallback;
readonly Glfw.GLFWmouseposfun mousePositionCallback;
readonly Glfw.GLFWwindowclosefun windowCloseCallback;
int mouseX, mouseY;
public Size WindowSize { get { return windowSize; } }
internal static void CheckGlError()
{
var n = Gl.glGetError();
if (n != Gl.GL_NO_ERROR)
throw new InvalidOperationException("GL Error");
}
public GraphicsDevice( int width, int height, bool fullscreen, bool vsync )
{
Glfw.glfwInit();
Glfw.glfwOpenWindow(width, height, 0, 0, 0, 0, 0, 0, /*fullscreen ? Glfw.GLFW_FULLSCREEN : */Glfw.GLFW_WINDOW);
bool initDone = false;
var lastButtonBits = (MouseButtons)0;
Glfw.glfwSetMouseButtonCallback( mouseButtonCallback = ( button, action ) =>
{
var b = button == Glfw.GLFW_MOUSE_BUTTON_1 ? MouseButtons.Left
: button == Glfw.GLFW_MOUSE_BUTTON_2 ? MouseButtons.Right
: button == Glfw.GLFW_MOUSE_BUTTON_3 ? MouseButtons.Middle
: 0;
Game.DispatchMouseInput( action == Glfw.GLFW_PRESS ? MouseInputEvent.Down : MouseInputEvent.Up,
new MouseEventArgs( b, action == Glfw.GLFW_PRESS ? 1 : 0, mouseX, mouseY, 0 ), 0 );
if (action == Glfw.GLFW_PRESS) lastButtonBits |= b;
else lastButtonBits &= ~b;
if (action != Glfw.GLFW_PRESS && action != Glfw.GLFW_RELEASE)
throw new InvalidOperationException();
} );
Glfw.glfwSetMousePosCallback(mousePositionCallback = (x, y) =>
{
mouseX = x;
mouseY = y;
if (initDone)
Game.DispatchMouseInput(MouseInputEvent.Move, new MouseEventArgs(lastButtonBits, 0, x, y, 0), 0);
});
Glfw.glfwSetWindowCloseCallback( windowCloseCallback = () =>
{
Game.Exit();
Glfw.glfwIconifyWindow();
return Gl.GL_TRUE;
} );
CheckGlError();
Glfw.glfwGetWindowSize(out width, out height);
windowSize = new Size( width, height );
cgContext = Cg.cgCreateContext();
Cg.cgSetErrorCallback( CgErrorCallback );
CgGl.cgGLRegisterStates( cgContext );
CgGl.cgGLSetManageTextureParameters( cgContext, true );
vertexProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_VERTEX );
fragmentProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_FRAGMENT );
Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY );
CheckGlError();
Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY );
CheckGlError();
initDone = true;
}
static Cg.CGerrorCallbackFuncDelegate CgErrorCallback = () =>
{
var err = Cg.cgGetError();
var str = Cg.cgGetErrorString( err );
throw new InvalidOperationException(
string.Format( "CG Error: {0}: {1}", err, str ) );
};
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 );
CheckGlError();
Gl.glEnable(Gl.GL_SCISSOR_TEST);
CheckGlError();
}
public void DisableScissor()
{
Gl.glDisable(Gl.GL_SCISSOR_TEST);
CheckGlError();
}
public void Begin() { }
public void End() { }
public void Clear(Color c)
{
Gl.glClearColor(0, 0, 0, 0);
CheckGlError();
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
CheckGlError();
}
public void Present()
{
Glfw.glfwSwapBuffers();
Glfw.glfwPollEvents();
CheckGlError();
}
public void DrawIndexedPrimitives( PrimitiveType pt, Range<int> vertices, Range<int> indices )
{
Gl.glDrawElements( ModeFromPrimitiveType( pt ), indices.End - indices.Start, Gl.GL_UNSIGNED_SHORT, new IntPtr( indices.Start * 2 ) );
CheckGlError();
}
public void DrawIndexedPrimitives( PrimitiveType pt, int numVerts, int numPrimitives )
{
Gl.glDrawElements( ModeFromPrimitiveType( pt ), numPrimitives * IndicesPerPrimitive( pt ), Gl.GL_UNSIGNED_SHORT, IntPtr.Zero );
CheckGlError();
}
static int ModeFromPrimitiveType( PrimitiveType pt )
{
switch( pt )
{
case PrimitiveType.PointList: return Gl.GL_POINTS;
case PrimitiveType.LineList: return Gl.GL_LINES;
case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES;
}
throw new NotImplementedException();
}
static int IndicesPerPrimitive( PrimitiveType pt )
{
switch( pt )
{
case PrimitiveType.PointList: return 1;
case PrimitiveType.LineList: return 2;
case PrimitiveType.TriangleList: return 3;
}
throw new NotImplementedException();
}
#region IGraphicsDevice Members
public IVertexBuffer<T> CreateVertexBuffer<T>( int size )
where T : struct
{
return new VertexBuffer<T>( this, size );
}
public IIndexBuffer CreateIndexBuffer( int size )
{
return new IndexBuffer( this, size );
}
public ITexture CreateTexture( Bitmap bitmap )
{
return new Texture( this, bitmap );
}
public IShader CreateShader( Stream stream )
{
return new Shader( this, stream );
}
#endregion
}
public class VertexBuffer<T> : IVertexBuffer<T>, IDisposable
where T : struct
{
int buffer;
public VertexBuffer(GraphicsDevice dev, int size)
{
Gl.glGenBuffers(1, out buffer);
GraphicsDevice.CheckGlError();
}
public void SetData(T[] data)
{
Bind();
Gl.glBufferData(Gl.GL_ARRAY_BUFFER,
new IntPtr(Marshal.SizeOf(typeof(T))*data.Length), data, Gl.GL_DYNAMIC_DRAW);
GraphicsDevice.CheckGlError();
}
public void Bind()
{
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, buffer);
GraphicsDevice.CheckGlError();
Gl.glVertexPointer(3, Gl.GL_FLOAT, Marshal.SizeOf(typeof(T)), IntPtr.Zero);
GraphicsDevice.CheckGlError();
Gl.glTexCoordPointer(4, Gl.GL_FLOAT, Marshal.SizeOf(typeof(T)), new IntPtr(12));
GraphicsDevice.CheckGlError();
}
bool disposed;
public void Dispose()
{
if (disposed) return;
GC.SuppressFinalize(this);
Gl.glDeleteBuffers(1, ref buffer);
GraphicsDevice.CheckGlError();
disposed = true;
}
//~VertexBuffer() { Dispose(); }
}
public class IndexBuffer : IIndexBuffer, IDisposable
{
int buffer;
public IndexBuffer(GraphicsDevice dev, int size)
{
Gl.glGenBuffers(1, out buffer);
GraphicsDevice.CheckGlError();
}
public void SetData(ushort[] data)
{
Bind();
Gl.glBufferData(Gl.GL_ELEMENT_ARRAY_BUFFER,
new IntPtr(2 * data.Length), data, Gl.GL_DYNAMIC_DRAW);
GraphicsDevice.CheckGlError();
}
public void Bind()
{
Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, buffer);
GraphicsDevice.CheckGlError();
}
bool disposed;
public void Dispose()
{
if (disposed) return;
GC.SuppressFinalize(this);
Gl.glDeleteBuffers(1, ref buffer);
GraphicsDevice.CheckGlError();
disposed = true;
}
//~IndexBuffer() { Dispose(); }
}
public class Shader : IShader
{
IntPtr effect;
IntPtr technique;
GraphicsDevice dev;
public Shader(GraphicsDevice dev, Stream s)
{
this.dev = dev;
string code;
using (var file = new StreamReader(s))
code = file.ReadToEnd();
effect = Cg.cgCreateEffect(dev.cgContext, code, null);
if (effect == IntPtr.Zero)
{
var err = Cg.cgGetErrorString(Cg.cgGetError());
var results = Cg.cgGetLastListing(dev.cgContext);
throw new InvalidOperationException(
string.Format("Cg compile failed ({0}):\n{1}", err, results));
}
technique = Cg.cgGetFirstTechnique( effect );
if( technique == IntPtr.Zero )
throw new InvalidOperationException("No techniques");
while( Cg.cgValidateTechnique( technique ) == 0 )
{
technique = Cg.cgGetNextTechnique( technique );
if( technique == IntPtr.Zero )
throw new InvalidOperationException("No valid techniques");
}
}
public void Render(Action a)
{
CgGl.cgGLEnableProfile(dev.vertexProfile);
CgGl.cgGLEnableProfile(dev.fragmentProfile);
var pass = Cg.cgGetFirstPass(technique);
while (pass != IntPtr.Zero)
{
Cg.cgSetPassState(pass);
a();
Cg.cgResetPassState(pass);
pass = Cg.cgGetNextPass(pass);
}
CgGl.cgGLDisableProfile(dev.fragmentProfile);
CgGl.cgGLDisableProfile(dev.vertexProfile);
}
public void SetValue(string name, ITexture t)
{
var texture = (Texture)t;
var param = Cg.cgGetNamedEffectParameter( effect, name );
if( param != IntPtr.Zero && texture != null )
CgGl.cgGLSetupSampler( param, texture.texture );
}
public void SetValue(string name, float x, float y)
{
var param = Cg.cgGetNamedEffectParameter(effect, name);
if( param != IntPtr.Zero )
CgGl.cgGLSetParameter2f(param, x, y);
}
public void Commit() { }
}
public class Texture : ITexture
{
internal int texture;
public Texture(GraphicsDevice dev, Bitmap bitmap)
{
Gl.glGenTextures(1, out texture);
GraphicsDevice.CheckGlError();
SetData(bitmap);
}
public void SetData(Bitmap bitmap)
{
Gl.glBindTexture( Gl.GL_TEXTURE_2D, texture );
GraphicsDevice.CheckGlError();
var bits = bitmap.LockBits(
new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly,
PixelFormat.Format32bppArgb);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_BASE_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAX_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, bits.Width, bits.Height,
0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, bits.Scan0); // todo: weird strides
GraphicsDevice.CheckGlError();
bitmap.UnlockBits(bits);
}
}
}