248 lines
7.2 KiB
C#
Executable File
248 lines
7.2 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using OpenRA;
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using OpenRA.Graphics;
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using OpenTK.Graphics.OpenGL;
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using SDL2;
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[assembly: Renderer(typeof(OpenRA.Renderer.Sdl2.DeviceFactory))]
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namespace OpenRA.Renderer.Sdl2
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{
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public class DeviceFactory : IDeviceFactory
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{
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public IGraphicsDevice Create(Size size, WindowMode windowMode)
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{
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Console.WriteLine("Using SDL 2 with OpenGL renderer");
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return new Sdl2GraphicsDevice(size, windowMode);
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}
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}
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public sealed class Sdl2GraphicsDevice : IGraphicsDevice
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{
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Size size;
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Sdl2Input input;
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IntPtr context, window;
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bool disposed;
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public Size WindowSize { get { return size; } }
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public Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode)
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{
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size = windowSize;
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SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0);
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SDL.SDL_DisplayMode display;
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SDL.SDL_GetCurrentDisplayMode(0, out display);
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Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h);
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if (size.Width == 0 && size.Height == 0)
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{
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Console.WriteLine("No custom resolution provided, using desktop resolution");
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size = new Size(display.w, display.h);
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}
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Console.WriteLine("Using resolution: {0}x{1}", size.Width, size.Height);
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window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, size.Width, size.Height, SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL);
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if (Game.Settings.Game.LockMouseWindow)
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GrabWindowMouseFocus();
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else
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ReleaseWindowMouseFocus();
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if (windowMode == WindowMode.Fullscreen)
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SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN);
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else if (windowMode == WindowMode.PseudoFullscreen)
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{
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// Work around a visual glitch in OSX: the window is offset
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// partially offscreen if the dock is at the left of the screen
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if (Platform.CurrentPlatform == PlatformType.OSX)
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SDL.SDL_SetWindowPosition(window, 0, 0);
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SDL.SDL_SetWindowFullscreen(window, (uint)SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL.SDL_SetHint(SDL.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
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}
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SDL.SDL_ShowCursor(0);
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context = SDL.SDL_GL_CreateContext(window);
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SDL.SDL_GL_MakeCurrent(window, context);
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GL.LoadAll();
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ErrorHandler.CheckGlVersion();
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ErrorHandler.CheckGlError();
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if (SDL.SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object") == SDL.SDL_bool.SDL_FALSE)
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{
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ErrorHandler.WriteGraphicsLog("OpenRA requires the OpenGL extension GL_EXT_framebuffer_object.\n"
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+ "Please try updating your GPU driver to the latest version provided by the manufacturer.");
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throw new InvalidProgramException("Missing OpenGL extension GL_EXT_framebuffer_object. See graphics.log for details.");
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}
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GL.EnableClientState(ArrayCap.VertexArray);
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ErrorHandler.CheckGlError();
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GL.EnableClientState(ArrayCap.TextureCoordArray);
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ErrorHandler.CheckGlError();
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SDL.SDL_SetModState(0);
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input = new Sdl2Input();
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}
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public void Dispose()
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{
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if (disposed)
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return;
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disposed = true;
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if (context != IntPtr.Zero)
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{
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SDL.SDL_GL_DeleteContext(context);
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context = IntPtr.Zero;
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}
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if (window != IntPtr.Zero)
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{
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SDL.SDL_DestroyWindow(window);
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window = IntPtr.Zero;
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}
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SDL.SDL_Quit();
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}
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static BeginMode ModeFromPrimitiveType(PrimitiveType pt)
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{
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switch (pt)
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{
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case PrimitiveType.PointList: return BeginMode.Points;
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case PrimitiveType.LineList: return BeginMode.Lines;
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case PrimitiveType.TriangleList: return BeginMode.Triangles;
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case PrimitiveType.QuadList: return BeginMode.Quads;
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}
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throw new NotImplementedException();
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}
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public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
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{
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GL.DrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
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ErrorHandler.CheckGlError();
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}
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public void Clear()
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{
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GL.ClearColor(0, 0, 0, 0);
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ErrorHandler.CheckGlError();
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GL.Clear(ClearBufferMask.ColorBufferBit);
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ErrorHandler.CheckGlError();
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}
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public void EnableDepthBuffer()
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{
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GL.Clear(ClearBufferMask.DepthBufferBit);
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ErrorHandler.CheckGlError();
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GL.Enable(EnableCap.DepthTest);
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ErrorHandler.CheckGlError();
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}
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public void DisableDepthBuffer()
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{
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GL.Disable(EnableCap.DepthTest);
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ErrorHandler.CheckGlError();
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}
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public void SetBlendMode(BlendMode mode)
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{
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GL.BlendEquation(BlendEquationMode.FuncAdd);
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ErrorHandler.CheckGlError();
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switch (mode)
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{
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case BlendMode.None:
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GL.Disable(EnableCap.Blend);
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break;
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case BlendMode.Alpha:
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GL.Enable(EnableCap.Blend);
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ErrorHandler.CheckGlError();
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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break;
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case BlendMode.Additive:
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GL.Enable(EnableCap.Blend);
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ErrorHandler.CheckGlError();
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GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);
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break;
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case BlendMode.Subtractive:
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GL.Enable(EnableCap.Blend);
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ErrorHandler.CheckGlError();
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GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);
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ErrorHandler.CheckGlError();
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GL.BlendEquation(BlendEquationMode.FuncReverseSubtract);
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break;
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case BlendMode.Multiply:
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GL.Enable(EnableCap.Blend);
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ErrorHandler.CheckGlError();
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GL.BlendFuncSeparate(BlendingFactorSrc.DstColor, BlendingFactorDest.Zero, BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);
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ErrorHandler.CheckGlError();
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break;
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}
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ErrorHandler.CheckGlError();
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}
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public void GrabWindowMouseFocus()
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{
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SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_TRUE);
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}
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public void ReleaseWindowMouseFocus()
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{
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SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_FALSE);
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}
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public void EnableScissor(int left, int top, int width, int height)
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{
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if (width < 0)
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width = 0;
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if (height < 0)
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height = 0;
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GL.Scissor(left, size.Height - (top + height), width, height);
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ErrorHandler.CheckGlError();
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GL.Enable(EnableCap.ScissorTest);
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ErrorHandler.CheckGlError();
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}
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public void DisableScissor()
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{
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GL.Disable(EnableCap.ScissorTest);
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ErrorHandler.CheckGlError();
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}
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public void SetLineWidth(float width)
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{
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GL.LineWidth(width);
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ErrorHandler.CheckGlError();
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}
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public void Present() { SDL.SDL_GL_SwapWindow(window); }
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public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); }
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public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(size); }
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public ITexture CreateTexture() { return new Texture(); }
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public ITexture CreateTexture(Bitmap bitmap) { return new Texture(bitmap); }
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public IFrameBuffer CreateFrameBuffer(Size s) { return new FrameBuffer(s); }
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public IShader CreateShader(string name) { return new Shader(name); }
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}
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}
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