Files
OpenRA/OpenRA.Game/Graphics/Renderer.cs
2014-10-11 11:02:30 +13:00

244 lines
7.1 KiB
C#

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