using System; using ANX.Framework.Graphics; using ANX.Framework.NonXNA; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using OpenTK.Platform; #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework.Windows.GL3 { /// /// Native OpenGL implementation for a graphics device. /// public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice { #region Constants private const float ColorMultiplier = 1f / 255f; #endregion #region Private /// /// Native graphics context. /// private GraphicsContext nativeContext; /// /// The OpenTK window info helper class to provide window informations /// to the graphics device. /// private IWindowInfo nativeWindowInfo; internal static VertexBufferGL3[] boundVertexBuffers = new VertexBufferGL3[0]; internal static IndexBufferGL3 boundIndexBuffer; internal static EffectGL3 activeEffect; #endregion #region Constructor /// /// Create a new OpenGL graphics context. /// /// Parameters for the window /// and graphics context. internal GraphicsDeviceWindowsGL3( PresentationParameters presentationParameters) { ResetDevice(presentationParameters); } #endregion #region ResetDevice /// /// Reset the graphics device with the given presentation paramters. /// If a device is currently set, then we dispose the old one. /// /// Parameters for the /// graphics device. private void ResetDevice(PresentationParameters presentationParameters) { #region Validation if (nativeContext != null) { nativeContext.Dispose(); nativeContext = null; } 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; case DepthFormat.Depth16: depth = 16; break; case DepthFormat.Depth24: depth = 24; break; case DepthFormat.Depth24Stencil8: depth = 24; stencil = 8; break; } nativeWindowInfo = Utilities.CreateWindowsWindowInfo( presentationParameters.DeviceWindowHandle); 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 /// /// Set the OpenGL viewport. /// /// Viewport data to set natively. public void SetViewport(Viewport viewport) { GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height); ErrorHelper.Check("SetViewport"); } #endregion #region Clear private uint lastClearColor; /// /// Clear the current screen by the specified clear color. /// /// Clear color. 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); ErrorHelper.Check("Clear"); } /// /// Clear the current screen by the specified clear color and options. /// /// Clear options defining which components /// should be cleared. /// Clear color. /// Depth value. /// Stencil value. 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); } 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; } GL.ClearDepth(depth); GL.ClearStencil(stencil); GL.Clear(mask); ErrorHelper.Check("Clear"); } #endregion #region Present /// /// Swap the graphics buffers. /// public void Present() { if (WindowsGameWindow.Form != null && WindowsGameWindow.Form.IsDisposed == false) { nativeContext.SwapBuffers(); } } #endregion #region DrawIndexedPrimitives public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount) { System.Diagnostics.Debug.WriteLine("GL: DrawIndexedPrimitives"); // TODO: baseVertex, minVertexIndex, numVertices, startIndex, primitiveCount DrawElementsType elementsType = boundIndexBuffer.elementSize == IndexElementSize.SixteenBits ? DrawElementsType.UnsignedShort : DrawElementsType.UnsignedInt; GL.DrawElements( DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType), numVertices, elementsType, 0); ErrorHelper.Check("DrawElements"); } #endregion #region DrawInstancedPrimitives (TODO) public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount, int instanceCount) { //GL.DrawArraysInstanced( // DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType), // baseVertex, numVertices, instanceCount); throw new NotImplementedException(); } #endregion #region DrawUserIndexedPrimitives (TODO) public void DrawUserIndexedPrimitives(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, Array indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration, IndexElementSize indexFormat) where T : struct, IVertexType { //BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType); //if (indexFormat == IndexElementSize.SixteenBits) //{ // ushort[] indices = new ushort[indexData.Length]; // indexData.CopyTo(indices, 0); // GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedShort, // indices); //} //else //{ // uint[] indices = new uint[indexData.Length]; // indexData.CopyTo(indices, 0); // GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedInt, // indices); //} throw new NotImplementedException(); } #endregion #region DrawUserPrimitives (TODO) public void DrawUserPrimitives(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType { throw new NotImplementedException(); } #endregion #region DrawPrimitives (TODO: check) public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount) { GL.DrawArrays( DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType), vertexOffset, primitiveCount); } #endregion #region SetVertexBuffers public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers) { boundVertexBuffers = new VertexBufferGL3[vertexBuffers.Length]; for (int index = 0; index < vertexBuffers.Length; index++) { System.Diagnostics.Debug.WriteLine("GL: SetVertexBuffer " + index); boundVertexBuffers[index] = (VertexBufferGL3)vertexBuffers[index].VertexBuffer.NativeVertexBuffer; GL.BindBuffer(BufferTarget.ArrayBuffer, boundVertexBuffers[index].BufferHandle); ErrorHelper.Check("BindBuffer"); boundVertexBuffers[index].MapVertexDeclaration( activeEffect.programHandle); } } #endregion #region SetIndexBuffer public void SetIndexBuffer(IndexBuffer indexBuffer) { IndexBufferGL3 nativeBuffer = (IndexBufferGL3)indexBuffer.NativeIndexBuffer; if (boundIndexBuffer != nativeBuffer) { System.Diagnostics.Debug.WriteLine("GL: SetIndexBuffer"); boundIndexBuffer = nativeBuffer; GL.BindBuffer(BufferTarget.ElementArrayBuffer, nativeBuffer.BufferHandle); ErrorHelper.Check("BindBuffer"); } } #endregion public void SetRenderTargets(params RenderTargetBinding[] renderTargets) { throw new NotImplementedException(); } public void GetBackBufferData(Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } public void GetBackBufferData(T[] data) where T : struct { throw new NotImplementedException(); } public void GetBackBufferData(T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } public void ResizeBuffers(PresentationParameters presentationParameters) { throw new NotImplementedException(); } public bool VSync { get { throw new NotImplementedException(); } set { throw new NotImplementedException(); } } } }