- All methods in Vertex and IndexBuffer now call the native methods - Nearly all methods in Texture2D now call the native methods
366 lines
13 KiB
C#
366 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.IO;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.Development;
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using ANX.Framework.NonXNA.RenderSystem;
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using NLog;
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using OpenTK;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.GL3
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{
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/// <summary>
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/// OpenGL graphics creator.
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/// </summary>
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[PercentageComplete(90)]
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[TestState(TestStateAttribute.TestState.Untested)]
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public class Creator : IRenderSystemCreator
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{
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private static Logger logger = LogManager.GetCurrentClassLogger();
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#region Public
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/// <summary>
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/// Name of the Creator implementation.
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/// </summary>
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public string Name
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{
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get
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{
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return "OpenGL3";
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}
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}
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public int Priority
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{
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get { return 100; }
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}
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public bool IsSupported
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{
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get
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{
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//TODO: this is just a very basic version of test for support
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return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT ||
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AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Unix ||
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AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.MacOSX;
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}
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}
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#endregion
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#region RegisterRenderSystemCreator
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public void RegisterCreator(AddInSystemFactory factory)
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{
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logger.Debug("adding OpenGL3 RenderSystem creator to creator collection of AddInSystemFactory");
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factory.AddCreator(this);
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}
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#endregion
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#region CreateGameHost
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public GameHost CreateGameHost(Game game)
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{
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logger.Info("creating OpenGL3 GameHost");
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AddInSystemFactory.Instance.PreventSystemChange(
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AddInType.RenderSystem);
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return new WindowsGameHost(game);
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}
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#endregion
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#region CreateEffect
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public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
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Stream byteCode)
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{
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AddInSystemFactory.Instance.PreventSystemChange(
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AddInType.RenderSystem);
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return new EffectGL3(managedEffect, byteCode);
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}
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public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
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Stream vertexShaderByteCode, Stream pixelShaderByteCode)
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{
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AddInSystemFactory.Instance.PreventSystemChange(
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AddInType.RenderSystem);
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return new EffectGL3(managedEffect, vertexShaderByteCode, pixelShaderByteCode);
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}
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#endregion
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#region CreateGraphicsDevice
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INativeGraphicsDevice IRenderSystemCreator.CreateGraphicsDevice(
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PresentationParameters presentationParameters)
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new GraphicsDeviceWindowsGL3(presentationParameters);
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}
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#endregion
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#region CreateTexture
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/// <summary>
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/// Create a new native texture.
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/// </summary>
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/// <param name="graphics">Graphics device.</param>
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/// <param name="surfaceFormat">The format of the texture.</param>
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/// <param name="width">The width of the texture.</param>
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/// <param name="height">The height of the texture.</param>
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/// <param name="mipCount">The number of mipmaps in the texture.</param>
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/// <returns></returns>
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public INativeTexture2D CreateTexture(GraphicsDevice graphics,
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SurfaceFormat surfaceFormat, int width, int height, int mipCount)
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new Texture2DGL3(surfaceFormat, width, height, mipCount);
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}
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#endregion
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#region CreateIndexBuffer
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/// <summary>
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/// Create a native index buffer.
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/// </summary>
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/// <param name="graphics">The current graphics device.</param>
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/// <param name="size">The size of a single index element.</param>
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/// <param name="indexCount">The number of indices stored in the buffer.
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/// </param>
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/// <param name="usage">The usage type of the buffer.</param>
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/// <returns>Native OpenGL index buffer.</returns>
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public INativeIndexBuffer CreateIndexBuffer(GraphicsDevice graphics,
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IndexBuffer managedBuffer, IndexElementSize size, int indexCount,
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BufferUsage usage)
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new IndexBufferGL3(managedBuffer, size, indexCount, usage);
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}
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#endregion
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#region CreateVertexBuffer
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/// <summary>
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/// Create a native vertex buffer.
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/// </summary>
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/// <param name="graphics">The current graphics device.</param>
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/// <param name="size">The vertex declaration for the buffer.</param>
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/// <param name="indexCount">The number of vertices stored in the buffer.
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/// </param>
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/// <param name="usage">The usage type of the buffer.</param>
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/// <returns>Native OpenGL vertex buffer.</returns>
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public INativeVertexBuffer CreateVertexBuffer(GraphicsDevice graphics,
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VertexBuffer managedBuffer, VertexDeclaration vertexDeclaration,
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int vertexCount, BufferUsage usage)
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new VertexBufferGL3(managedBuffer, vertexDeclaration, vertexCount,
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usage);
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}
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#endregion
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#region CreateBlendState
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/// <summary>
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/// Create a new native blend state.
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/// </summary>
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/// <returns>Native Blend State.</returns>
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public INativeBlendState CreateBlendState()
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new BlendStateGL3();
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}
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#endregion
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#region CreateBlendState
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/// <summary>
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/// Create a new native rasterizer state.
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/// </summary>
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/// <returns>Native Rasterizer State.</returns>
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public INativeRasterizerState CreateRasterizerState()
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new RasterizerStateGL3();
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}
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#endregion
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#region CreateDepthStencilState
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/// <summary>
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/// Create a new native Depth Stencil State.
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/// </summary>
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/// <returns>Native Depth Stencil State.</returns>
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public INativeDepthStencilState CreateDepthStencilState()
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new DepthStencilStateGL3();
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}
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#endregion
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#region CreateSamplerState
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/// <summary>
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/// Create a new native sampler state.
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/// </summary>
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/// <returns>Native Sampler State.</returns>
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public INativeSamplerState CreateSamplerState()
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new SamplerStateGL3();
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}
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#endregion
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#region GetShaderByteCode
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/// <summary>
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/// Get the byte code of a pre defined shader.
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/// </summary>
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/// <param name="type">Pre defined shader type.</param>
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/// <returns>Byte code of the shader.</returns>
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public byte[] GetShaderByteCode(PreDefinedShader type)
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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if (type == PreDefinedShader.SpriteBatch)
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{
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return ShaderByteCode.SpriteBatchByteCode;
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}
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else if (type == PreDefinedShader.AlphaTestEffect)
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{
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return ShaderByteCode.AlphaTestEffectByteCode;
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}
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else if (type == PreDefinedShader.BasicEffect)
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{
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return ShaderByteCode.BasicEffectByteCode;
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}
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else if (type == PreDefinedShader.DualTextureEffect)
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{
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return ShaderByteCode.DualTextureEffectByteCode;
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}
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else if (type == PreDefinedShader.EnvironmentMapEffect)
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{
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return ShaderByteCode.EnvironmentMapEffectByteCode;
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}
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else if (type == PreDefinedShader.SkinnedEffect)
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{
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return ShaderByteCode.SkinnedEffectByteCode;
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}
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throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
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}
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#endregion
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#region GetAdapterList (TODO)
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/// <summary>
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/// Get a list of available graphics adapter information.
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/// </summary>
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/// <returns>List of graphics adapters.</returns>
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public ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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var result = new List<GraphicsAdapter>();
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foreach (DisplayDevice device in DisplayDevice.AvailableDisplays)
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{
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var displayModeCollection = new DisplayModeCollection();
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foreach (string format in Enum.GetNames(typeof(SurfaceFormat)))
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{
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SurfaceFormat surfaceFormat =
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(SurfaceFormat)Enum.Parse(typeof(SurfaceFormat), format);
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// TODO: device.BitsPerPixel
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if (surfaceFormat != SurfaceFormat.Color)//adapter.Supports(surfaceFormat) == false)
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{
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continue;
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}
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var modes = new List<DisplayMode>();
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foreach (DisplayResolution res in device.AvailableResolutions)
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{
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float aspect = (float)res.Width / (float)res.Height;
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modes.Add(new DisplayMode
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{
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AspectRatio = aspect,
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Width = res.Width,
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Height = res.Height,
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TitleSafeArea = new Rectangle(0, 0, res.Width, res.Height),
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Format = surfaceFormat,
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});
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}
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displayModeCollection[surfaceFormat] = modes.ToArray();
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}
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GraphicsAdapter newAdapter = new GraphicsAdapter
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{
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SupportedDisplayModes = displayModeCollection,
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IsDefaultAdapter = device.IsPrimary,
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// TODO:
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DeviceId = 0,
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DeviceName = "",
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Revision = 0,
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SubSystemId = 0,
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VendorId = 0,
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};
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result.Add(newAdapter);
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}
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return new ReadOnlyCollection<GraphicsAdapter>(result);
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}
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#endregion
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#region CreateRenderTarget
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public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics,
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int width, int height, bool mipMap, SurfaceFormat preferredFormat,
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DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
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RenderTargetUsage usage)
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{
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AddInSystemFactory.Instance.PreventSystemChange(AddInType.RenderSystem);
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return new RenderTarget2DGL3(width, height, mipMap, preferredFormat,
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preferredDepthFormat, preferredMultiSampleCount, usage);
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}
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#endregion
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}
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}
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