Files
OpenRA/OpenRA.Renderer.Sdl2/Sdl2GraphicsDevice.cs
2015-04-18 13:41:53 +02:00

331 lines
9.9 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2015 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.IO;
using System.Runtime.InteropServices;
using OpenRA;
using OpenRA.Graphics;
using OpenTK.Graphics.OpenGL;
using SDL2;
[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 SDL 2 with OpenGL renderer");
return new Sdl2GraphicsDevice(size, windowMode);
}
}
public sealed class Sdl2GraphicsDevice : IGraphicsDevice
{
Size size;
Sdl2Input input;
IntPtr context, window;
bool disposed;
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);
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, SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL);
if (Game.Settings.Game.LockMouseWindow)
GrabWindowMouseFocus();
else
ReleaseWindowMouseFocus();
if (windowMode == WindowMode.Fullscreen)
SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
else if (windowMode == WindowMode.PseudoFullscreen)
{
// Work around a visual glitch in OSX: the window is offset
// partially offscreen if the dock is at the left of the screen
if (Platform.CurrentPlatform == PlatformType.OSX)
SDL.SDL_SetWindowPosition(window, 0, 0);
SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
}
context = SDL.SDL_GL_CreateContext(window);
SDL.SDL_GL_MakeCurrent(window, context);
GL.LoadAll();
ErrorHandler.CheckGlVersion();
ErrorHandler.CheckGlError();
if (SDL.SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object") == SDL.SDL_bool.SDL_FALSE)
{
ErrorHandler.WriteGraphicsLog("OpenRA requires the OpenGL extension GL_EXT_framebuffer_object.\n"
+ "Please try updating your GPU driver to the latest version provided by the manufacturer.");
throw new InvalidProgramException("Missing OpenGL extension GL_EXT_framebuffer_object. See graphics.log for details.");
}
GL.EnableClientState(ArrayCap.VertexArray);
ErrorHandler.CheckGlError();
GL.EnableClientState(ArrayCap.TextureCoordArray);
ErrorHandler.CheckGlError();
SDL.SDL_SetModState(0);
input = new Sdl2Input();
}
public IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot)
{
var c = new SDL2HardwareCursor(size, data, hotspot);
if (c.Cursor == IntPtr.Zero)
throw new InvalidDataException("Failed to create hardware cursor `{0}`: {1}".F(name, SDL.SDL_GetError()));
return c;
}
public void SetHardwareCursor(IHardwareCursor cursor)
{
var c = cursor as SDL2HardwareCursor;
if (c == null)
SDL.SDL_ShowCursor(0);
else
{
SDL.SDL_ShowCursor(1);
SDL.SDL_SetCursor(c.Cursor);
}
}
class SDL2HardwareCursor : IHardwareCursor
{
public readonly IntPtr Cursor;
readonly IntPtr surface;
public SDL2HardwareCursor(Size size, byte[] data, int2 hotspot)
{
surface = SDL.SDL_CreateRGBSurface(0, size.Width, size.Height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
var sur = (SDL2.SDL.SDL_Surface)Marshal.PtrToStructure(surface, typeof(SDL2.SDL.SDL_Surface));
Marshal.Copy(data, 0, sur.pixels, data.Length);
Cursor = SDL.SDL_CreateColorCursor(surface, hotspot.X, hotspot.Y);
}
public void Dispose()
{
SDL.SDL_FreeCursor(Cursor);
SDL.SDL_FreeSurface(surface);
}
}
public void Dispose()
{
if (disposed)
return;
disposed = true;
if (context != IntPtr.Zero)
{
SDL.SDL_GL_DeleteContext(context);
context = IntPtr.Zero;
}
if (window != IntPtr.Zero)
{
SDL.SDL_DestroyWindow(window);
window = IntPtr.Zero;
}
SDL.SDL_Quit();
}
static BeginMode ModeFromPrimitiveType(PrimitiveType pt)
{
switch (pt)
{
case PrimitiveType.PointList: return BeginMode.Points;
case PrimitiveType.LineList: return BeginMode.Lines;
case PrimitiveType.TriangleList: return BeginMode.Triangles;
case PrimitiveType.QuadList: return BeginMode.Quads;
}
throw new NotImplementedException();
}
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
{
GL.DrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
ErrorHandler.CheckGlError();
}
public void Clear()
{
GL.ClearColor(0, 0, 0, 0);
ErrorHandler.CheckGlError();
GL.Clear(ClearBufferMask.ColorBufferBit);
ErrorHandler.CheckGlError();
}
public void EnableDepthBuffer()
{
GL.Clear(ClearBufferMask.DepthBufferBit);
ErrorHandler.CheckGlError();
GL.Enable(EnableCap.DepthTest);
ErrorHandler.CheckGlError();
}
public void DisableDepthBuffer()
{
GL.Disable(EnableCap.DepthTest);
ErrorHandler.CheckGlError();
}
public void SetBlendMode(BlendMode mode)
{
GL.BlendEquation(BlendEquationMode.FuncAdd);
ErrorHandler.CheckGlError();
switch (mode)
{
case BlendMode.None:
GL.Disable(EnableCap.Blend);
break;
case BlendMode.Alpha:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
break;
case BlendMode.Additive:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);
break;
case BlendMode.Subtractive:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);
ErrorHandler.CheckGlError();
GL.BlendEquation(BlendEquationMode.FuncReverseSubtract);
break;
case BlendMode.Multiply:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFuncSeparate(BlendingFactorSrc.DstColor, BlendingFactorDest.Zero, BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);
ErrorHandler.CheckGlError();
break;
case BlendMode.SoftAdditive:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.OneMinusDstColor, BlendingFactorDest.One);
break;
case BlendMode.Translucency25:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.OneMinusConstantAlpha, BlendingFactorDest.One);
ErrorHandler.CheckGlError();
GL.BlendColor(1f, 1f, 1f, 0.25f);
break;
case BlendMode.Translucency50:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.OneMinusConstantAlpha, BlendingFactorDest.One);
ErrorHandler.CheckGlError();
GL.BlendColor(1f, 1f, 1f, 0.5f);
break;
case BlendMode.Translucency75:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.OneMinusConstantAlpha, BlendingFactorDest.One);
ErrorHandler.CheckGlError();
GL.BlendColor(1f, 1f, 1f, 0.75f);
break;
case BlendMode.Multiplicative:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.Zero, BlendingFactorDest.SrcColor);
break;
case BlendMode.DoubleMultiplicative:
GL.Enable(EnableCap.Blend);
ErrorHandler.CheckGlError();
GL.BlendFunc(BlendingFactorSrc.DstColor, BlendingFactorDest.SrcColor);
break;
}
ErrorHandler.CheckGlError();
}
public void GrabWindowMouseFocus()
{
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_TRUE);
}
public void ReleaseWindowMouseFocus()
{
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_FALSE);
}
public void EnableScissor(int left, int top, int width, int height)
{
if (width < 0)
width = 0;
if (height < 0)
height = 0;
GL.Scissor(left, size.Height - (top + height), width, height);
ErrorHandler.CheckGlError();
GL.Enable(EnableCap.ScissorTest);
ErrorHandler.CheckGlError();
}
public void DisableScissor()
{
GL.Disable(EnableCap.ScissorTest);
ErrorHandler.CheckGlError();
}
public void SetLineWidth(float width)
{
GL.LineWidth(width);
ErrorHandler.CheckGlError();
}
public void Present() { SDL.SDL_GL_SwapWindow(window); }
public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); }
public string GetClipboardText() { return input.GetClipboardText(); }
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); }
}
}