Files
OpenRA/OpenRA.Gl/GraphicsDevice.cs
2010-07-16 18:22:19 +12:00

298 lines
8.4 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.IO;
using System.Windows.Forms;
using OpenRA.FileFormats.Graphics;
using Tao.Cg;
using Tao.OpenGl;
using Tao.Sdl;
[assembly: Renderer( typeof( OpenRA.GlRenderer.GraphicsDevice ))]
namespace OpenRA.GlRenderer
{
public class GraphicsDevice : IGraphicsDevice
{
Size windowSize;
internal IntPtr cgContext;
internal int vertexProfile, fragmentProfile;
IntPtr surf;
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, WindowMode window, bool vsync)
{
Sdl.SDL_Init(Sdl.SDL_INIT_NOPARACHUTE | Sdl.SDL_INIT_VIDEO);
Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_DOUBLEBUFFER, 1);
Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_RED_SIZE, 8);
Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_GREEN_SIZE, 8);
Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_BLUE_SIZE, 8);
Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_ALPHA_SIZE, 0);
int windowFlags = 0;
switch( window )
{
case WindowMode.Fullscreen:
windowFlags |= Sdl.SDL_FULLSCREEN;
break;
case WindowMode.PseudoFullscreen:
// pseudo-fullscreen only reliably works on windows; fall back to fullscreen for everyone else
windowFlags |= ( Environment.OSVersion.Platform == PlatformID.Win32NT ) ? Sdl.SDL_NOFRAME : Sdl.SDL_FULLSCREEN;
Environment.SetEnvironmentVariable( "SDL_VIDEO_WINDOW_POS", "0,0" );
break;
default:
break;
}
surf = Sdl.SDL_SetVideoMode(width, height, 0, Sdl.SDL_OPENGL | windowFlags);
Sdl.SDL_WM_SetCaption("OpenRA", "OpenRA");
Sdl.SDL_ShowCursor(0);
Sdl.SDL_EnableUNICODE(1);
Sdl.SDL_EnableKeyRepeat(Sdl.SDL_DEFAULT_REPEAT_DELAY, Sdl.SDL_DEFAULT_REPEAT_INTERVAL);
CheckGlError();
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);
//Console.WriteLine("VP Profile: " + vertexProfile);
//Console.WriteLine("FP Profile: " + fragmentProfile);
Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
CheckGlError();
Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
CheckGlError();
Sdl.SDL_SetModState(0); // i have had enough.
}
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();
}
MouseButtons lastButtonBits = (MouseButtons)0;
static MouseButtons MakeButton(byte b)
{
return b == Sdl.SDL_BUTTON_LEFT ? MouseButtons.Left
: b == Sdl.SDL_BUTTON_RIGHT ? MouseButtons.Right
: b == Sdl.SDL_BUTTON_MIDDLE ? MouseButtons.Middle
: 0;
}
static Modifiers MakeModifiers(int raw)
{
return ((raw & Sdl.KMOD_ALT) != 0 ? Modifiers.Alt : 0)
| ((raw & Sdl.KMOD_CTRL) != 0 ? Modifiers.Ctrl : 0)
| ((raw & Sdl.KMOD_SHIFT) != 0 ? Modifiers.Shift : 0);
}
bool HandleSpecialKey(KeyInput k)
{
switch (k.VirtKey)
{
case Sdl.SDLK_F13:
var path = Environment.GetFolderPath(Environment.SpecialFolder.Personal)
+ Path.DirectorySeparatorChar + DateTime.UtcNow.ToString("OpenRA-yyyy-MM-ddThhmmssZ") + ".bmp";
Sdl.SDL_SaveBMP(surf, path);
return true;
case Sdl.SDLK_F4:
if (k.Modifiers.HasModifier(Modifiers.Alt))
{
OpenRA.Game.Exit();
return true;
}
return false;
default:
return false;
}
}
public void Present()
{
Sdl.SDL_GL_SwapBuffers();
var mods = MakeModifiers(Sdl.SDL_GetModState());
Game.HandleModifierKeys(mods);
Sdl.SDL_Event e;
while (Sdl.SDL_PollEvent(out e) != 0)
{
switch (e.type)
{
case Sdl.SDL_QUIT:
OpenRA.Game.Exit();
break;
case Sdl.SDL_MOUSEBUTTONDOWN:
{
var button = MakeButton(e.button.button);
lastButtonBits |= button;
Game.DispatchMouseInput(MouseInputEvent.Down,
new MouseEventArgs(button, 1, e.button.x, e.button.y, 0),
mods);
} break;
case Sdl.SDL_MOUSEBUTTONUP:
{
var button = MakeButton(e.button.button);
lastButtonBits &= ~button;
Game.DispatchMouseInput(MouseInputEvent.Up,
new MouseEventArgs(button, 1, e.button.x, e.button.y, 0),
mods);
} break;
case Sdl.SDL_MOUSEMOTION:
{
Game.DispatchMouseInput(MouseInputEvent.Move,
new MouseEventArgs(lastButtonBits, 0, e.motion.x, e.motion.y, 0),
mods);
} break;
case Sdl.SDL_KEYDOWN:
{
var keyEvent = new KeyInput
{
Modifiers = mods,
KeyChar = (char) e.key.keysym.unicode,
KeyName = Sdl.SDL_GetKeyName( e.key.keysym.sym ),
VirtKey = e.key.keysym.sym
};
if (!HandleSpecialKey(keyEvent))
Game.HandleKeyDown(keyEvent);
} break;
case Sdl.SDL_KEYUP:
{
var keyEvent = new KeyInput
{
Modifiers = mods,
KeyChar = (char) e.key.keysym.unicode,
KeyName = Sdl.SDL_GetKeyName( e.key.keysym.sym ),
VirtKey = e.key.keysym.sym
};
Game.HandleKeyUp(keyEvent);
} break;
}
}
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();
}
public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(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); }
}
}