fixed a merge issue in GL-RenderSystem

This commit is contained in:
Glatzemann 2011-11-10 07:12:04 +00:00
parent 0a8bdbb9b0
commit 25d2c8dce4
3 changed files with 222 additions and 229 deletions

View File

@ -57,260 +57,248 @@ namespace ANX.Framework.Windows.GL3
/// <summary>
/// Native OpenGL implementation for a graphics device.
/// </summary>
public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
#region Private
/// <summary>
/// Native graphics context.
/// </summary>
private GraphicsContext nativeContext;
#region Private
/// <summary>
/// Native graphics context.
/// </summary>
private GraphicsContext nativeContext;
/// <summary>
/// The OpenTK window info helper class to provide window informations
/// to the graphics device.
/// </summary>
private IWindowInfo nativeWindowInfo;
#endregion
/// <summary>
/// The OpenTK window info helper class to provide window informations
/// to the graphics device.
/// </summary>
private IWindowInfo nativeWindowInfo;
#endregion
#region Constructor
/// <summary>
/// Create a new OpenGL graphics context.
/// </summary>
/// <param name="presentationParameters">Parameters for the window
/// and graphics context.</param>
internal GraphicsDeviceWindowsGL3(
PresentationParameters presentationParameters)
{
ResetDevice(presentationParameters);
}
#endregion
#region Constructor
/// <summary>
/// Create a new OpenGL graphics context.
/// </summary>
/// <param name="presentationParameters">Parameters for the window
/// and graphics context.</param>
internal GraphicsDeviceWindowsGL3(
PresentationParameters presentationParameters)
{
ResetDevice(presentationParameters);
}
#endregion
#region ResetDevice
/// <summary>
/// Reset the graphics device with the given presentation paramters.
/// If a device is currently set, then we dispose the old one.
/// </summary>
/// <param name="presentationParameters">Parameters for the
/// graphics device.</param>
private void ResetDevice(PresentationParameters presentationParameters)
{
#region Validation
if (nativeContext != null)
{
nativeContext.Dispose();
nativeContext = null;
}
#region ResetDevice
/// <summary>
/// Reset the graphics device with the given presentation paramters.
/// If a device is currently set, then we dispose the old one.
/// </summary>
/// <param name="presentationParameters">Parameters for the
/// graphics device.</param>
private void ResetDevice(PresentationParameters presentationParameters)
{
#region Validation
if (nativeContext != null)
{
nativeContext.Dispose();
nativeContext = null;
}
if (nativeWindowInfo != null)
{
nativeWindowInfo.Dispose();
nativeWindowInfo = null;
}
#endregion
if (nativeWindowInfo != null)
{
nativeWindowInfo.Dispose();
nativeWindowInfo = null;
}
#endregion
// OpenGL Depth Buffer Size: 0/16/24/32
int depth = 0;
int stencil = 0;
switch (presentationParameters.DepthStencilFormat)
{
case DepthFormat.None:
break;
// OpenGL Depth Buffer Size: 0/16/24/32
int depth = 0;
int stencil = 0;
switch (presentationParameters.DepthStencilFormat)
{
case DepthFormat.None:
break;
case DepthFormat.Depth16:
depth = 16;
break;
case DepthFormat.Depth16:
depth = 16;
break;
case DepthFormat.Depth24:
depth = 24;
break;
case DepthFormat.Depth24:
depth = 24;
break;
case DepthFormat.Depth24Stencil8:
depth = 24;
stencil = 8;
break;
}
case DepthFormat.Depth24Stencil8:
depth = 24;
stencil = 8;
break;
}
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(
presentationParameters.DeviceWindowHandle);
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(
presentationParameters.DeviceWindowHandle);
GraphicsMode graphicsMode = new GraphicsMode(
DatatypesMapping.SurfaceToColorFormat(
presentationParameters.BackBufferFormat),
depth, stencil,
// AntiAlias Samples: 2/4/8/16/32
presentationParameters.MultiSampleCount);
GraphicsMode graphicsMode = new GraphicsMode(
DatatypesMapping.SurfaceToColorFormat(
presentationParameters.BackBufferFormat),
depth, stencil,
// AntiAlias Samples: 2/4/8/16/32
presentationParameters.MultiSampleCount);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
nativeContext.LoadAll();
}
#endregion
#region SetViewport
/// <summary>
/// Set the OpenGL viewport.
/// </summary>
/// <param name="viewport">Viewport data to set natively.</param>
public void SetViewport(Viewport viewport)
{
GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
}
#endregion
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
nativeContext.LoadAll();
}
#endregion
#region Clear
private uint lastClearColor;
/// <summary>
/// Clear the current screen by the specified clear color.
/// </summary>
/// <param name="color">Clear color.</param>
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
color.B * ColorMultiplier, color.A * ColorMultiplier);
}
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
}
#endregion
#region SetViewport
/// <summary>
/// Set the OpenGL viewport.
/// </summary>
/// <param name="viewport">Viewport data to set natively.</param>
public void SetViewport(Viewport viewport)
{
GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
}
#endregion
#region Clear
/// <summary>
/// Clear the current screen by the specified clear color and options.
/// </summary>
/// <param name="options">Clear options defining which components
/// should be cleared.</param>
/// <param name="color">Clear color.</param>
/// <param name="depth">Depth value.</param>
/// <param name="stencil">Stencil value.</param>
public void Clear(ClearOptions options, Vector4 color, float depth,
int stencil)
{
Color anxColor;
DatatypesMapping.Convert(ref color, out anxColor);
uint newClearColor = anxColor.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(anxColor.R * ColorMultiplier, anxColor.G * ColorMultiplier,
anxColor.B * ColorMultiplier, anxColor.A * ColorMultiplier);
}
#region Clear
private uint lastClearColor;
/// <summary>
/// Clear the current screen by the specified clear color.
/// </summary>
/// <param name="color">Clear color.</param>
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
color.B * ColorMultiplier, color.A * ColorMultiplier);
}
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
}
ClearBufferMask mask = (ClearBufferMask)0;
if ((options | ClearOptions.Target) == options)
{
mask |= ClearBufferMask.ColorBufferBit;
}
if ((options | ClearOptions.Stencil) == options)
{
mask |= ClearBufferMask.StencilBufferBit;
}
if ((options | ClearOptions.DepthBuffer) == options)
{
mask |= ClearBufferMask.DepthBufferBit;
}
/// <summary>
/// Clear the current screen by the specified clear color and options.
/// </summary>
/// <param name="options">Clear options defining which components
/// should be cleared.</param>
/// <param name="color">Clear color.</param>
/// <param name="depth">Depth value.</param>
/// <param name="stencil">Stencil value.</param>
public void Clear(ClearOptions options, Vector4 color, float depth,
int stencil)
{
Color anxColor;
DatatypesMapping.Convert(ref color, out anxColor);
uint newClearColor = anxColor.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(anxColor.R * ColorMultiplier, anxColor.G * ColorMultiplier,
anxColor.B * ColorMultiplier, anxColor.A * ColorMultiplier);
}
GL.ClearDepth(depth);
GL.ClearStencil(stencil);
GL.Clear(mask);
}
#endregion
ClearBufferMask mask = (ClearBufferMask)0;
if ((options | ClearOptions.Target) == options)
{
mask |= ClearBufferMask.ColorBufferBit;
}
if ((options | ClearOptions.Stencil) == options)
{
mask |= ClearBufferMask.StencilBufferBit;
}
if ((options | ClearOptions.DepthBuffer) == options)
{
mask |= ClearBufferMask.DepthBufferBit;
}
#region Present
/// <summary>
/// Swap the graphics buffers.
/// </summary>
public void Present()
{
nativeContext.SwapBuffers();
}
#endregion
GL.ClearDepth(depth);
GL.ClearStencil(stencil);
GL.Clear(mask);
}
#endregion
public void DrawIndexedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount)
{
throw new NotImplementedException();
}
#region Present
/// <summary>
/// Swap the graphics buffers.
/// </summary>
public void Present()
{
nativeContext.SwapBuffers();
}
#endregion
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount)
{
throw new NotImplementedException();
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int numVertices, Array indexData,
int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset,
int primitiveCount)
{
throw new NotImplementedException();
}
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
throw new NotImplementedException();
}
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
throw new NotImplementedException();
}
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(Rectangle? rect, T[] data,
int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
<<<<<<< .mine
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
public void DrawIndexedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount)
{
throw new NotImplementedException();
}
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount)
{
throw new NotImplementedException();
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int numVertices, Array indexData,
int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
throw new NotImplementedException();
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset,
int primitiveCount)
{
throw new NotImplementedException();
}
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
throw new NotImplementedException();
}
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
throw new NotImplementedException();
}
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(Rectangle? rect, T[] data,
int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void ResizeBuffers(PresentationParameters presentationParameters)
{
throw new NotImplementedException();
}
}
=======
public void GetBackBufferData<T>(T[] data, int startIndex,
int elementCount) where T : struct
{
throw new NotImplementedException();
}
}
>>>>>>> .r12199
}

View File

@ -35,4 +35,9 @@ using System.Runtime.InteropServices;
[assembly: AssemblyVersion("0.4.1.*")]
[assembly: AssemblyFileVersion("0.4.1.0")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.GL3")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX11.1")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.GL3")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.Kinect")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.XInput")]
[assembly:InternalsVisibleTo("ANX.Framework.Windows.XAudio")]

View File

@ -89,7 +89,7 @@ namespace WindowsGame1
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
//TODO: spriteBatch = new SpriteBatch(GraphicsDevice);
}
/// <summary>