Files
OpenRA/OpenRA.Game/Graphics/Renderer.cs
2013-03-04 19:06:42 +13:00

199 lines
5.9 KiB
C#

#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.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Windows.Forms;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
using OpenRA.Support;
namespace OpenRA.Graphics
{
public class Renderer
{
internal static int SheetSize;
internal static int TempBufferSize;
internal static int TempBufferCount;
internal IShader WorldSpriteShader { get; private set; }
internal IShader WorldLineShader { get; private set; }
internal IShader LineShader { get; private set; }
internal IShader RgbaSpriteShader { get; private set; }
internal IShader SpriteShader { get; private set; }
public SpriteRenderer WorldSpriteRenderer { get; private set; }
public LineRenderer WorldLineRenderer { get; private set; }
public LineRenderer LineRenderer { get; private set; }
public SpriteRenderer RgbaSpriteRenderer { get; private set; }
public SpriteRenderer SpriteRenderer { get; private set; }
public ITexture PaletteTexture;
Queue<IVertexBuffer<Vertex>> tempBuffers = new Queue<IVertexBuffer<Vertex>>();
public Dictionary<string, SpriteFont> Fonts;
public Renderer()
{
TempBufferSize = Game.Settings.Graphics.BatchSize;
TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
SheetSize = Game.Settings.Graphics.SheetSize;
WorldSpriteShader = device.CreateShader("shp");
WorldLineShader = device.CreateShader("line");
LineShader = device.CreateShader("line");
RgbaSpriteShader = device.CreateShader("rgba");
SpriteShader = device.CreateShader("shp");
WorldSpriteRenderer = new SpriteRenderer(this, WorldSpriteShader);
WorldLineRenderer = new LineRenderer(this, WorldLineShader);
LineRenderer = new LineRenderer(this, LineShader);
RgbaSpriteRenderer = new SpriteRenderer(this, RgbaSpriteShader);
SpriteRenderer = new SpriteRenderer(this, SpriteShader);
for (int 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(x.Value.First, x.Value.Second));
}
internal IGraphicsDevice Device { get { return device; } }
public void BeginFrame(float2 scroll, float zoom)
{
device.Clear();
float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height);
float2 r2 = new float2(-1, 1);
var zr1 = zoom*r1;
SetShaderParams(WorldSpriteShader, zr1, r2, scroll);
SetShaderParams(WorldLineShader, zr1, r2, scroll);
SetShaderParams(LineShader, r1, r2, float2.Zero);
SetShaderParams(RgbaSpriteShader, r1, r2, float2.Zero);
SetShaderParams(SpriteShader, r1, r2, float2.Zero);
}
void SetShaderParams(IShader s, float2 r1, float2 r2, float2 scroll)
{
s.SetTexture("Palette", PaletteTexture);
s.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
s.SetVec("r1", r1.X, r1.Y);
s.SetVec("r2", r2.X, r2.Y);
}
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 static Size Resolution { get { return device.WindowSize; } }
// Work around a bug in OSX 10.6.8 / mono 2.10.2 / SDL 1.2.14
// which makes the window non-interactive in Windowed/Pseudofullscreen mode.
static Screen FixOSX() { return Screen.PrimaryScreen; }
internal static void Initialize(WindowMode windowMode)
{
if (Platform.CurrentPlatform == PlatformType.OSX)
FixOSX();
var resolution = GetResolution(windowMode);
string renderer = Game.Settings.Server.Dedicated ? "Null" : Game.Settings.Graphics.Renderer;
var rendererPath = Path.GetFullPath("OpenRA.Renderer.{0}.dll".F(renderer));
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(int left, int top, int width, int height)
{
Flush();
Device.EnableScissor(left, top, width, height);
}
public void DisableScissor()
{
Flush();
Device.DisableScissor();
}
}
}