244 lines
7.1 KiB
C#
244 lines
7.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using OpenRA.Support;
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namespace OpenRA.Graphics
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{
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public class Renderer
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{
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internal static int SheetSize;
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internal static int TempBufferSize;
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internal static int TempBufferCount;
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public SpriteRenderer WorldSpriteRenderer { get; private set; }
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public SpriteRenderer WorldRgbaSpriteRenderer { get; private set; }
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public QuadRenderer WorldQuadRenderer { get; private set; }
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public LineRenderer WorldLineRenderer { get; private set; }
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public VoxelRenderer WorldVoxelRenderer { get; private set; }
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public LineRenderer LineRenderer { get; private set; }
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public SpriteRenderer RgbaSpriteRenderer { get; private set; }
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public SpriteRenderer SpriteRenderer { get; private set; }
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Queue<IVertexBuffer<Vertex>> tempBuffers = new Queue<IVertexBuffer<Vertex>>();
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public Dictionary<string, SpriteFont> Fonts;
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Stack<Rectangle> scissorState;
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public Renderer()
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{
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TempBufferSize = Game.Settings.Graphics.BatchSize;
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TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
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SheetSize = Game.Settings.Graphics.SheetSize;
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scissorState = new Stack<Rectangle>();
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WorldSpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
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WorldRgbaSpriteRenderer = new SpriteRenderer(this, device.CreateShader("rgba"));
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WorldLineRenderer = new LineRenderer(this, device.CreateShader("line"));
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WorldVoxelRenderer = new VoxelRenderer(this, device.CreateShader("vxl"));
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LineRenderer = new LineRenderer(this, device.CreateShader("line"));
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WorldQuadRenderer = new QuadRenderer(this, device.CreateShader("line"));
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RgbaSpriteRenderer = new SpriteRenderer(this, device.CreateShader("rgba"));
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SpriteRenderer = new SpriteRenderer(this, device.CreateShader("shp"));
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for (var i = 0; i < TempBufferCount; i++)
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tempBuffers.Enqueue(device.CreateVertexBuffer(TempBufferSize));
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}
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public void InitializeFonts(Manifest m)
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{
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Fonts = m.Fonts.ToDictionary(x => x.Key, x => new SpriteFont(Platform.ResolvePath(x.Value.First), x.Value.Second));
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}
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internal IGraphicsDevice Device { get { return device; } }
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Size? lastResolution;
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int2? lastScroll;
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float? lastZoom;
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public void BeginFrame(int2 scroll, float zoom)
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{
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device.Clear();
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var resolutionChanged = lastResolution != Resolution;
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if (resolutionChanged)
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{
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lastResolution = Resolution;
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RgbaSpriteRenderer.SetViewportParams(Resolution, 1f, int2.Zero);
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SpriteRenderer.SetViewportParams(Resolution, 1f, int2.Zero);
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LineRenderer.SetViewportParams(Resolution, 1f, int2.Zero);
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}
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// If zoom evaluates as different due to floating point weirdness that's OK, setting the parameters again is harmless.
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if (resolutionChanged || lastScroll != scroll || lastZoom != zoom)
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{
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lastScroll = scroll;
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lastZoom = zoom;
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WorldRgbaSpriteRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldSpriteRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldVoxelRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldLineRenderer.SetViewportParams(Resolution, zoom, scroll);
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WorldQuadRenderer.SetViewportParams(Resolution, zoom, scroll);
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}
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}
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ITexture currentPaletteTexture;
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public void SetPalette(HardwarePalette palette)
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{
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if (palette.Texture == currentPaletteTexture)
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return;
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Flush();
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currentPaletteTexture = palette.Texture;
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RgbaSpriteRenderer.SetPalette(currentPaletteTexture);
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SpriteRenderer.SetPalette(currentPaletteTexture);
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WorldSpriteRenderer.SetPalette(currentPaletteTexture);
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WorldRgbaSpriteRenderer.SetPalette(currentPaletteTexture);
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WorldVoxelRenderer.SetPalette(currentPaletteTexture);
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}
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public void EndFrame(IInputHandler inputHandler)
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{
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Flush();
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device.PumpInput(inputHandler);
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device.Present();
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}
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public void DrawBatch<T>(IVertexBuffer<T> vertices,
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int firstVertex, int numVertices, PrimitiveType type)
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where T : struct
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{
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vertices.Bind();
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device.DrawPrimitives(type, firstVertex, numVertices);
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PerfHistory.Increment("batches", 1);
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}
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public void Flush()
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{
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CurrentBatchRenderer = null;
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}
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public void SetLineWidth(float width)
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{
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device.SetLineWidth(width);
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}
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static IGraphicsDevice device;
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public Size Resolution { get { return device.WindowSize; } }
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internal static void Initialize(WindowMode windowMode)
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{
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var resolution = GetResolution(windowMode);
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var renderer = Game.Settings.Server.Dedicated ? "Null" : Game.Settings.Graphics.Renderer;
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var rendererPath = Platform.ResolvePath(".", "OpenRA.Renderer." + renderer + ".dll");
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device = CreateDevice(Assembly.LoadFile(rendererPath), resolution.Width, resolution.Height, windowMode);
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}
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static Size GetResolution(WindowMode windowmode)
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{
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var size = (windowmode == WindowMode.Windowed)
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? Game.Settings.Graphics.WindowedSize
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: Game.Settings.Graphics.FullscreenSize;
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return new Size(size.X, size.Y);
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}
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static IGraphicsDevice CreateDevice(Assembly rendererDll, int width, int height, WindowMode window)
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{
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foreach (RendererAttribute r in rendererDll.GetCustomAttributes(typeof(RendererAttribute), false))
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{
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var factory = (IDeviceFactory)r.Type.GetConstructor(Type.EmptyTypes).Invoke(null);
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return factory.Create(new Size(width, height), window);
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}
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throw new InvalidOperationException("Renderer DLL is missing RendererAttribute to tell us what type to use!");
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}
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internal IVertexBuffer<Vertex> GetTempVertexBuffer()
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{
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var ret = tempBuffers.Dequeue();
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tempBuffers.Enqueue(ret);
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return ret;
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}
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public interface IBatchRenderer { void Flush(); }
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static IBatchRenderer currentBatchRenderer;
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public static IBatchRenderer CurrentBatchRenderer
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{
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get { return currentBatchRenderer; }
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set
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{
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if (currentBatchRenderer == value) return;
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if (currentBatchRenderer != null)
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currentBatchRenderer.Flush();
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currentBatchRenderer = value;
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}
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}
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public void EnableScissor(Rectangle rect)
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{
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// Must remain inside the current scissor rect
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if (scissorState.Any())
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rect.Intersect(scissorState.Peek());
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Flush();
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Device.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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scissorState.Push(rect);
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}
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public void DisableScissor()
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{
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scissorState.Pop();
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Flush();
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// Restore previous scissor rect
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if (scissorState.Any())
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{
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var rect = scissorState.Peek();
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Device.EnableScissor(rect.Left, rect.Top, rect.Width, rect.Height);
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}
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else
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Device.DisableScissor();
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}
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public void EnableDepthBuffer()
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{
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Flush();
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Device.EnableDepthBuffer();
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}
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public void DisableDepthBuffer()
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{
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Flush();
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Device.DisableDepthBuffer();
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}
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public void GrabWindowMouseFocus()
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{
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device.GrabWindowMouseFocus();
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}
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public void ReleaseWindowMouseFocus()
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{
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device.ReleaseWindowMouseFocus();
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}
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}
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}
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