internal void InitializeOpenGL()
        {
            SetThreadAffinity();

            if (SDL.SDL_GL_MakeCurrent(window.Window, context) < 0)
            {
                throw new InvalidOperationException($"Can not bind OpenGL context. (Error: {SDL.SDL_GetError()})");
            }

            OpenGL.Initialize(window.GLProfile == GLProfile.Legacy);
            OpenGL.CheckGLError();

            if (OpenGL.Profile != GLProfile.Legacy)
            {
                OpenGL.glGenVertexArrays(1, out var vao);
                OpenGL.CheckGLError();
                OpenGL.glBindVertexArray(vao);
                OpenGL.CheckGLError();
            }

            OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TintAttributeIndex);
            OpenGL.CheckGLError();
        }
示例#2
0
        public virtual void ApplyFormatOnVertexBuffer()
        {
            List <VertexLayout> vl = new List <VertexLayout>();

            vl.Add(new VertexLayout()
            {
                SlotCount = 3, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexPosition
            vl.Add(new VertexLayout()
            {
                SlotCount = 2, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexTexCoord
            vl.Add(new VertexLayout()
            {
                SlotCount = 2, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexTexCoordSecond
            vl.Add(new VertexLayout()
            {
                SlotCount = 1, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexPaletteIndex
            vl.Add(new VertexLayout()
            {
                SlotCount = 1, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexTexMetadata
            vl.Add(new VertexLayout()
            {
                SlotCount = 1, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexDrawmode
            vl.Add(new VertexLayout()
            {
                SlotCount = 1, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexTexMetadata2
            vl.Add(new VertexLayout()
            {
                SlotCount = 4, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexColorInfo
            vl.Add(new VertexLayout()
            {
                SlotCount = 4, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aVertexUVFillRect
            vl.Add(new VertexLayout()
            {
                SlotCount = 1, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aFlipX
            vl.Add(new VertexLayout()
            {
                SlotCount = 1, SlotDataType = OpenGL.GL_FLOAT
            });                                                                                       //aFlipY

            //SlotCount байтов в слоте 4=vec4 float=1 - ед.измерения слота в байтах
            int slotbytesize = 4;
            int offset       = 0;

            for (int i = 0; i < vl.Count; i++)
            {
                OpenGL.glVertexAttribPointer(i, vl[i].SlotCount, vl[i].SlotDataType, false, VertexSize, new IntPtr(offset));
                OpenGL.glEnableVertexAttribArray(i);
                offset += vl[i].SlotCount * slotbytesize;
            }
        }
示例#3
0
        internal void InitializeOpenGL()
        {
            SetThreadAffinity();

            context = SDL.SDL_GL_CreateContext(window.Window);
            if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window.Window, context) < 0)
            {
                throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError()));
            }

            OpenGL.Initialize(window.GLProfile == GLProfile.Legacy);
            OpenGL.CheckGLError();

            if (OpenGL.Profile != GLProfile.Legacy)
            {
                uint vao;
                OpenGL.glGenVertexArrays(1, out vao);
                OpenGL.CheckGLError();
                OpenGL.glBindVertexArray(vao);
                OpenGL.CheckGLError();
            }

            OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
            OpenGL.CheckGLError();
        }
        public Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode)
        {
            Console.WriteLine("Using SDL 2 with OpenGL renderer");
            WindowSize = 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 (WindowSize.Width == 0 && WindowSize.Height == 0)
            {
                Console.WriteLine("No custom resolution provided, using desktop resolution");
                WindowSize = new Size(display.w, display.h);
            }

            Console.WriteLine("Using resolution: {0}x{1}", WindowSize.Width, WindowSize.Height);

            window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
                                          WindowSize.Width, WindowSize.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);
            if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0)
            {
                throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError()));
            }

            OpenGL.Initialize();

            OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
            OpenGL.CheckGLError();

            SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE);
            input = new Sdl2Input();
        }
示例#5
0
        public Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode)
        {
            Console.WriteLine("Using SDL 2 with OpenGL renderer");
            WindowSize = windowSize;

            // Disable legacy scaling on Windows
            if (Platform.CurrentPlatform == PlatformType.Windows && !Game.Settings.Graphics.DisableWindowsDPIScaling)
            {
                SetProcessDPIAware();
            }

            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 (WindowSize.Width == 0 && WindowSize.Height == 0)
            {
                Console.WriteLine("No custom resolution provided, using desktop resolution");
                WindowSize = new Size(display.w, display.h);
            }

            Console.WriteLine("Using resolution: {0}x{1}", WindowSize.Width, WindowSize.Height);

            var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI;

            window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
                                          WindowSize.Width, WindowSize.Height, windowFlags);

            SurfaceSize = WindowSize;
            WindowScale = 1;

            // Enable high resolution rendering for Retina displays
            if (Platform.CurrentPlatform == PlatformType.OSX)
            {
                // OSX defines the window size in "points", with a device-dependent number of pixels per point.
                // The window scale is simply the ratio of GL pixels / window points.
                int width, height;
                SDL.SDL_GL_GetDrawableSize(window, out width, out height);
                SurfaceSize = new Size(width, height);
                WindowScale = width * 1f / WindowSize.Width;
            }
            else if (Platform.CurrentPlatform == PlatformType.Windows)
            {
                float ddpi, hdpi, vdpi;
                if (!Game.Settings.Graphics.DisableWindowsDPIScaling && SDL.SDL_GetDisplayDPI(0, out ddpi, out hdpi, out vdpi) == 0)
                {
                    WindowScale = ddpi / 96;
                    WindowSize  = new Size((int)(SurfaceSize.Width / WindowScale), (int)(SurfaceSize.Height / WindowScale));
                }
            }
            else
            {
                float scale         = 1;
                var   scaleVariable = Environment.GetEnvironmentVariable("OPENRA_DISPLAY_SCALE");
                if (scaleVariable != null && float.TryParse(scaleVariable, out scale))
                {
                    WindowScale = scale;
                    WindowSize  = new Size((int)(SurfaceSize.Width / WindowScale), (int)(SurfaceSize.Height / WindowScale));
                }
            }

            Console.WriteLine("Using window scale {0:F2}", WindowScale);

            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);
            if (context == IntPtr.Zero || SDL.SDL_GL_MakeCurrent(window, context) < 0)
            {
                throw new InvalidOperationException("Can not create OpenGL context. (Error: {0})".F(SDL.SDL_GetError()));
            }

            OpenGL.Initialize();

            OpenGL.glEnableVertexAttribArray(Shader.VertexPosAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexCoordAttributeIndex);
            OpenGL.CheckGLError();
            OpenGL.glEnableVertexAttribArray(Shader.TexMetadataAttributeIndex);
            OpenGL.CheckGLError();

            SDL.SDL_SetModState(SDL.SDL_Keymod.KMOD_NONE);
            input = new Sdl2Input();
        }