Files
OpenRA/OpenRA.Game/Graphics/Renderer.cs
Chris Forbes fa35f6caa4 cleanups
2010-11-01 20:25:03 +13:00

213 lines
6.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
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 IShader SpriteShader { get; private set; } /* note: shared shader params */
internal IShader LineShader { get; private set; }
internal IShader RgbaSpriteShader { get; private set; }
internal IShader WorldSpriteShader { get; private set; }
public SpriteRenderer SpriteRenderer { get; private set; }
public SpriteRenderer RgbaSpriteRenderer { get; private set; }
public SpriteRenderer WorldSpriteRenderer { get; private set; }
public LineRenderer LineRenderer { get; private set; }
public ITexture PaletteTexture;
public readonly SpriteFont RegularFont, BoldFont, TitleFont;
internal const int TempBufferSize = 8192;
const int TempBufferCount = 8;
Queue<IVertexBuffer<Vertex>> tempBuffersV = new Queue<IVertexBuffer<Vertex>>();
Queue<IIndexBuffer> tempBuffersI = new Queue<IIndexBuffer>();
public Renderer()
{
SpriteShader = device.CreateShader(FileSystem.Open("shaders/world-shp.fx"));
LineShader = device.CreateShader(FileSystem.Open("shaders/line.fx"));
RgbaSpriteShader = device.CreateShader(FileSystem.Open("shaders/chrome-rgba.fx"));
WorldSpriteShader = device.CreateShader(FileSystem.Open("shaders/chrome-shp.fx"));
SpriteRenderer = new SpriteRenderer( this, SpriteShader );
RgbaSpriteRenderer = new SpriteRenderer( this, RgbaSpriteShader );
WorldSpriteRenderer = new SpriteRenderer( this, WorldSpriteShader );
LineRenderer = new LineRenderer(this);
RegularFont = new SpriteFont("FreeSans.ttf", 14);
BoldFont = new SpriteFont("FreeSansBold.ttf", 14);
TitleFont = new SpriteFont("titles.ttf", 48);
for( int i = 0 ; i < TempBufferCount ; i++ )
{
tempBuffersV.Enqueue( device.CreateVertexBuffer( TempBufferSize ) );
tempBuffersI.Enqueue( device.CreateIndexBuffer( TempBufferSize ) );
}
}
internal IGraphicsDevice Device { get { return device; } }
public void BeginFrame(float2 scroll)
{
device.Clear(Color.Black);
float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height);
float2 r2 = new float2(-1, 1);
SetShaderParams( SpriteShader, r1, r2, scroll );
SetShaderParams( LineShader, r1, r2, scroll );
SetShaderParams( RgbaSpriteShader, r1, r2, scroll );
SetShaderParams( WorldSpriteShader, r1, r2, scroll );
}
private void SetShaderParams( IShader s, float2 r1, float2 r2, float2 scroll )
{
s.SetValue( "Palette", PaletteTexture );
s.SetValue( "Scroll", (int) scroll.X, (int) scroll.Y );
s.SetValue( "r1", r1.X, r1.Y );
s.SetValue( "r2", r2.X, r2.Y );
s.Commit();
}
public void EndFrame( IInputHandler inputHandler )
{
Flush();
device.Present( inputHandler );
}
public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
Range<int> vertexRange, Range<int> indexRange, PrimitiveType type, IShader shader)
where T : struct
{
vertices.Bind();
indices.Bind();
device.DrawIndexedPrimitives(type, vertexRange, indexRange);
PerfHistory.Increment("batches", 1);
}
public void DrawBatch<T>(IVertexBuffer<T> vertices, IIndexBuffer indices,
int vertexPool, int numPrimitives, PrimitiveType type)
where T : struct
{
vertices.Bind();
indices.Bind();
device.DrawIndexedPrimitives(type, vertexPool, numPrimitives);
PerfHistory.Increment("batches", 1);
}
public void Flush()
{
CurrentBatchRenderer = null;
}
static IGraphicsDevice device;
public static Size Resolution { get { return device.WindowSize; } }
internal static void Initialize( OpenRA.FileFormats.Graphics.WindowMode windowMode )
{
var resolution = GetResolution( windowMode );
if (Game.Settings.Graphics.UseNullRenderer)
device = CreateDevice(Assembly.LoadFile(Path.GetFullPath(Game.Settings.Graphics.NullRenderEngine)), resolution.Width, resolution.Height, windowMode, false);
else
device = CreateDevice( Assembly.LoadFile( Path.GetFullPath( Game.Settings.Graphics.RenderEngine ) ), resolution.Width, resolution.Height, windowMode, false );
}
static Size GetResolution(WindowMode windowmode)
{
var desktopResolution = Screen.PrimaryScreen.Bounds.Size;
var customSize = (windowmode == WindowMode.Windowed) ? Game.Settings.Graphics.WindowedSize : Game.Settings.Graphics.FullscreenSize;
if (customSize.X > 0 && customSize.Y > 0)
{
desktopResolution.Width = customSize.X;
desktopResolution.Height = customSize.Y;
}
return new Size(
desktopResolution.Width,
desktopResolution.Height);
}
static IGraphicsDevice CreateDevice( Assembly rendererDll, int width, int height, WindowMode window, bool vsync )
{
foreach( RendererAttribute r in rendererDll.GetCustomAttributes( typeof( RendererAttribute ), false ) )
{
return (IGraphicsDevice)r.Type.GetConstructor( new Type[] { typeof( int ), typeof( int ), typeof( WindowMode ), typeof( bool ) } )
.Invoke( new object[] { width, height, window, vsync } );
}
throw new NotImplementedException();
}
internal IVertexBuffer<Vertex> GetTempVertexBuffer()
{
var ret = tempBuffersV.Dequeue();
tempBuffersV.Enqueue( ret );
return ret;
}
internal IIndexBuffer GetTempIndexBuffer()
{
var ret = tempBuffersI.Dequeue();
tempBuffersI.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();
}
}
}