Files
OpenRA/OpenRA.Renderer.Sdl2/Sdl2GraphicsDevice.cs
Paul Chote b1a60eface Add SDL2 renderer based on SDL2# wrapper. Closes #3315.
SDL2# binary was built from commit 70af91f84493a924a3c1da46ae6209bb5f7222e3.
2013-10-30 22:52:18 +13:00

220 lines
6.2 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2013 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 System.Linq;
using OpenRA.FileFormats.Graphics;
using OpenRA.Renderer.Glsl;
using OpenRA.Renderer.SdlCommon;
using SDL2;
using Tao.OpenGl;
[assembly: Renderer(typeof(OpenRA.Renderer.Sdl2.DeviceFactory))]
namespace OpenRA.Renderer.Sdl2
{
public class DeviceFactory : IDeviceFactory
{
public IGraphicsDevice Create(Size size, WindowMode windowMode)
{
Console.WriteLine("Using SDL2 renderer");
return new Sdl2GraphicsDevice(size, windowMode);
}
}
public class Sdl2GraphicsDevice : IGraphicsDevice
{
static string[] requiredExtensions =
{
"GL_ARB_vertex_shader",
"GL_ARB_fragment_shader",
"GL_ARB_vertex_buffer_object",
"GL_EXT_framebuffer_object"
};
Size size;
Sdl2Input input;
IntPtr window;
public Size WindowSize { get { return size; } }
public Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode)
{
size = windowSize;
SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0);
var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL;
if (windowMode == WindowMode.Fullscreen)
windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
else if (windowMode == WindowMode.PseudoFullscreen)
{
windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
Environment.SetEnvironmentVariable("SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS", "0");
}
SDL.SDL_DisplayMode display;
SDL.SDL_GetCurrentDisplayMode(0, out display);
Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h);
if (size.Width == 0 && size.Height == 0)
{
Console.WriteLine("No custom resolution provided, using desktop resolution");
size = new Size(display.w, display.h);
}
Console.WriteLine("Using resolution: {0}x{1}", size.Width, size.Height);
window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, size.Width, size.Height, windowFlags);
SDL.SDL_ShowCursor(0);
SDL.SDL_GL_CreateContext(window);
ErrorHandler.CheckGlError();
var extensions = Gl.glGetString(Gl.GL_EXTENSIONS);
if (extensions == null)
Console.WriteLine("Failed to fetch GL_EXTENSIONS, this is bad.");
var missingExtensions = requiredExtensions.Where(r => !extensions.Contains(r)).ToArray();
if (missingExtensions.Any())
{
ErrorHandler.WriteGraphicsLog("Unsupported GPU: Missing extensions: {0}".F(missingExtensions.JoinWith(",")));
throw new InvalidProgramException("Unsupported GPU. See graphics.log for details.");
}
Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
ErrorHandler.CheckGlError();
Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
ErrorHandler.CheckGlError();
SDL.SDL_SetModState(0);
input = new Sdl2Input();
}
public virtual void Quit()
{
SDL.SDL_Quit();
}
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;
case PrimitiveType.QuadList: return Gl.GL_QUADS;
}
throw new NotImplementedException();
}
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
{
Gl.glDrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
ErrorHandler.CheckGlError();
}
public void Clear()
{
Gl.glClearColor(0, 0, 0, 0);
ErrorHandler.CheckGlError();
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
ErrorHandler.CheckGlError();
}
public void EnableDepthBuffer()
{
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
ErrorHandler.CheckGlError();
Gl.glEnable(Gl.GL_DEPTH_TEST);
ErrorHandler.CheckGlError();
}
public void DisableDepthBuffer()
{
Gl.glDisable(Gl.GL_DEPTH_TEST);
ErrorHandler.CheckGlError();
}
public void SetBlendMode(BlendMode mode)
{
Gl.glBlendEquation(Gl.GL_FUNC_ADD);
ErrorHandler.CheckGlError();
switch (mode)
{
case BlendMode.None:
Gl.glDisable(Gl.GL_BLEND);
break;
case BlendMode.Alpha:
Gl.glEnable(Gl.GL_BLEND);
ErrorHandler.CheckGlError();
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
break;
case BlendMode.Additive:
Gl.glEnable(Gl.GL_BLEND);
ErrorHandler.CheckGlError();
Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE);
break;
case BlendMode.Subtractive:
Gl.glEnable(Gl.GL_BLEND);
ErrorHandler.CheckGlError();
Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE);
ErrorHandler.CheckGlError();
Gl.glBlendEquation(Gl.GL_FUNC_REVERSE_SUBTRACT);
break;
}
ErrorHandler.CheckGlError();
}
public void EnableScissor(int left, int top, int width, int height)
{
if (width < 0)
width = 0;
if (height < 0)
height = 0;
Gl.glScissor(left, size.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 SetLineWidth(float width)
{
Gl.glLineWidth(width);
ErrorHandler.CheckGlError();
}
public void Present() { SDL.SDL_GL_SwapWindow(window); }
public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); }
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 IFrameBuffer CreateFrameBuffer(Size s) { return new FrameBuffer(s); }
public IShader CreateShader(string name) { return new Shader(name); }
}
}