Files
OpenRA/OpenRA.Renderer.Cg/GraphicsDevice.cs
2011-10-31 09:11:47 +13:00

123 lines
3.4 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Drawing;
using OpenRA.FileFormats.Graphics;
using OpenRA.Renderer.SdlCommon;
using Tao.Cg;
using Tao.OpenGl;
using Tao.Sdl;
[assembly: Renderer(typeof(OpenRA.Renderer.Cg.DeviceFactory))]
namespace OpenRA.Renderer.Cg
{
public class DeviceFactory : IDeviceFactory
{
public IGraphicsDevice Create(Size size, WindowMode windowMode)
{
return new GraphicsDevice(size, windowMode);
}
}
public class GraphicsDevice : IGraphicsDevice
{
Size windowSize;
internal IntPtr cgContext;
internal int vertexProfile, fragmentProfile;
IntPtr surf;
SdlInput input;
public Size WindowSize { get { return windowSize; } }
static Tao.Cg.Cg.CGerrorCallbackFuncDelegate CgErrorCallback = () =>
{
var err = Tao.Cg.Cg.cgGetError();
var msg = "CG Error: {0}: {1}".F(err, Tao.Cg.Cg.cgGetErrorString(err));
ErrorHandler.WriteGraphicsLog(msg);
throw new InvalidOperationException("CG Error. See graphics.log for details");
};
public GraphicsDevice(Size size, WindowMode window)
{
Console.WriteLine("Using Cg renderer");
windowSize = size;
var extensions = new []
{
"GL_ARB_vertex_program",
"GL_ARB_fragment_program",
"GL_ARB_vertex_buffer_object",
};
surf = SdlGraphics.InitializeSdlGl(ref windowSize, window, extensions);
cgContext = Tao.Cg.Cg.cgCreateContext();
Tao.Cg.Cg.cgSetErrorCallback(CgErrorCallback);
Tao.Cg.CgGl.cgGLRegisterStates(cgContext);
Tao.Cg.CgGl.cgGLSetManageTextureParameters(cgContext, true);
vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
ErrorHandler.CheckGlError();
Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
ErrorHandler.CheckGlError();
Sdl.SDL_SetModState(0); // i have had enough.
input = new SdlInput(surf);
}
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);
ErrorHandler.CheckGlError();
Gl.glEnable(Gl.GL_SCISSOR_TEST);
ErrorHandler.CheckGlError();
}
public void DisableScissor()
{
Gl.glDisable(Gl.GL_SCISSOR_TEST);
ErrorHandler.CheckGlError();
}
public void Clear() { SdlGraphics.Clear(); }
public void Present() { Sdl.SDL_GL_SwapBuffers(); }
public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); }
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
{
SdlGraphics.DrawPrimitives(pt, firstVertex, numVertices);
}
public void SetLineWidth(float width)
{
Gl.glLineWidth(width);
ErrorHandler.CheckGlError();
}
public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(size); }
public ITexture CreateTexture() { return new Texture(); }
public ITexture CreateTexture(Bitmap bitmap) { return new Texture(bitmap); }
public IShader CreateShader(string name) { return new Shader(this, name); }
public int GpuMemoryUsed { get { return 0; } }
}
}