- OpenGL Device is now Reset correctly when for example the window size changes (Recreating all resources) - OpenGL render system doesn't crash anymore when closing the application - Introduced TestStateAttribute for development to mark a file as tested/untested
529 lines
16 KiB
C#
529 lines
16 KiB
C#
using System;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Windows.GL3.Helpers;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Platform;
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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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/// Native OpenGL implementation for a graphics device.
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/// </summary>
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public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice
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{
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#region Constants
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private const float ColorMultiplier = 1f / 255f;
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#endregion
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#region Private
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/// <summary>
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/// Native graphics context.
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/// </summary>
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private GraphicsContext nativeContext;
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/// <summary>
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/// The OpenTK window info helper class to provide window informations
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/// to the graphics device.
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/// </summary>
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private IWindowInfo nativeWindowInfo;
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internal static VertexBufferGL3[] boundVertexBuffers;
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private static RenderTarget2DGL3[] boundRenderTargets;
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internal static IndexBufferGL3 boundIndexBuffer;
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internal static EffectGL3 activeEffect;
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internal static GraphicsDeviceWindowsGL3 Current
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{
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get;
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private set;
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}
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internal static bool IsContextCurrent
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{
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get
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{
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return Current.nativeContext.IsCurrent;
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}
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}
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#endregion
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#region Public
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#region VSync
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public bool VSync
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{
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get
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{
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return nativeContext.VSync;
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}
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set
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{
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nativeContext.VSync = value;
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}
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}
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#endregion
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#endregion
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#region Constructor
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/// <summary>
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/// Create a new OpenGL graphics context.
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/// </summary>
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/// <param name="presentationParameters">Parameters for the window
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/// and graphics context.</param>
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internal GraphicsDeviceWindowsGL3(
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PresentationParameters presentationParameters)
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{
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Current = this;
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ResetDevice(presentationParameters);
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}
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#endregion
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#region ResetDevice
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/// <summary>
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/// Reset the graphics device with the given presentation paramters.
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/// If a device is currently set, then we dispose the old one.
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/// </summary>
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/// <param name="presentationParameters">Parameters for the
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/// graphics device.</param>
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private void ResetDevice(PresentationParameters presentationParameters)
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{
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#region Validation
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if (nativeContext != null)
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{
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Dispose();
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}
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#endregion
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// Reset the previous set buffers, effects and targets.
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boundVertexBuffers = new VertexBufferGL3[0];
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boundRenderTargets = new RenderTarget2DGL3[0];
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boundIndexBuffer = null;
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activeEffect = null;
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// OpenGL Depth Buffer Size: 0/16/24/32
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int depth = 0;
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int stencil = 0;
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switch (presentationParameters.DepthStencilFormat)
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{
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case DepthFormat.None:
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break;
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case DepthFormat.Depth16:
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depth = 16;
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break;
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case DepthFormat.Depth24:
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depth = 24;
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break;
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case DepthFormat.Depth24Stencil8:
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depth = 24;
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stencil = 8;
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break;
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}
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GraphicsMode graphicsMode = new GraphicsMode(
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DatatypesMapping.SurfaceToColorFormat(
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presentationParameters.BackBufferFormat),
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depth,
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stencil,
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// AntiAlias Samples: 2/4/8/16/32
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presentationParameters.MultiSampleCount);
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CreateWindowInfo(presentationParameters.DeviceWindowHandle,
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graphicsMode.Index.Value);
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ResizeRenderWindow(presentationParameters);
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nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
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nativeContext.MakeCurrent(nativeWindowInfo);
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nativeContext.LoadAll();
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//string version = GL.GetString(StringName.Version);
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//nativeContext.Dispose();
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//nativeContext = null;
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//string[] parts = version.Split('.');
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//nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo,
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// int.Parse(parts[0]), int.Parse(parts[1]), GraphicsContextFlags.Default);
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//nativeContext.MakeCurrent(nativeWindowInfo);
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//nativeContext.LoadAll();
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GraphicsResourceManager.RecreateAllResources();
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}
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#endregion
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#region CreateWindowInfo
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private void CreateWindowInfo(IntPtr windowHandle, IntPtr graphicsModeHandle)
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{
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if (OpenTK.Configuration.RunningOnWindows)
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{
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nativeWindowInfo = Utilities.CreateWindowsWindowInfo(windowHandle);
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}
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else if (OpenTK.Configuration.RunningOnX11)
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{
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nativeWindowInfo = LinuxInterop.CreateX11WindowInfo(windowHandle,
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graphicsModeHandle);
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}
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else if (OpenTK.Configuration.RunningOnMacOS)
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{
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nativeWindowInfo = Utilities.CreateMacOSCarbonWindowInfo(windowHandle,
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false, true);
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}
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else
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{
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throw new NotImplementedException();
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}
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}
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#endregion
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#region SetViewport
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/// <summary>
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/// Set the OpenGL viewport.
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/// </summary>
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/// <param name="viewport">Viewport data to set natively.</param>
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public void SetViewport(Viewport viewport)
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{
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GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
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ErrorHelper.Check("SetViewport");
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}
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#endregion
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#region Clear
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private uint? lastClearColor;
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/// <summary>
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/// Clear the current screen by the specified clear color.
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/// </summary>
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/// <param name="color">Clear color.</param>
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public void Clear(ref Color color)
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{
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uint newClearColor = color.PackedValue;
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if (lastClearColor.HasValue == false ||
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lastClearColor != newClearColor)
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{
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lastClearColor = newClearColor;
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GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
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color.B * ColorMultiplier, color.A * ColorMultiplier);
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ErrorHelper.Check("ClearColor");
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}
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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ErrorHelper.Check("Clear");
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}
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/// <summary>
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/// Clear the current screen by the specified clear color and options.
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/// </summary>
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/// <param name="options">Clear options defining which components
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/// should be cleared.</param>
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/// <param name="color">Clear color.</param>
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/// <param name="depth">Depth value.</param>
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/// <param name="stencil">Stencil value.</param>
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public void Clear(ClearOptions options, Vector4 color, float depth,
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int stencil)
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{
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Color anxColor;
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DatatypesMapping.Convert(ref color, out anxColor);
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uint newClearColor = anxColor.PackedValue;
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if (lastClearColor != newClearColor)
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{
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lastClearColor = newClearColor;
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GL.ClearColor(anxColor.R * ColorMultiplier, anxColor.G * ColorMultiplier,
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anxColor.B * ColorMultiplier, anxColor.A * ColorMultiplier);
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ErrorHelper.Check("ClearColor");
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}
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ClearBufferMask mask = (ClearBufferMask)0;
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if ((options | ClearOptions.Target) == options)
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{
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mask |= ClearBufferMask.ColorBufferBit;
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}
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if ((options | ClearOptions.Stencil) == options)
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{
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mask |= ClearBufferMask.StencilBufferBit;
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}
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if ((options | ClearOptions.DepthBuffer) == options)
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{
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mask |= ClearBufferMask.DepthBufferBit;
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}
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GL.ClearDepth(depth);
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ErrorHelper.Check("ClearDepth");
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GL.ClearStencil(stencil);
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ErrorHelper.Check("ClearStencil");
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GL.Clear(mask);
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ErrorHelper.Check("Clear");
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}
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#endregion
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#region Present
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/// <summary>
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/// Swap the graphics buffers.
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/// </summary>
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public void Present()
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{
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if (WindowsGameWindow.Form != null &&
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WindowsGameWindow.Form.IsDisposed == false)
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{
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nativeContext.SwapBuffers();
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}
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}
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#endregion
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#region DrawIndexedPrimitives
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public void DrawIndexedPrimitives(PrimitiveType primitiveType,
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int baseVertex, int minVertexIndex, int numVertices, int startIndex,
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int primitiveCount)
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{
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// TODO: baseVertex, minVertexIndex, numVertices, startIndex, primitiveCount
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DrawElementsType elementsType =
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boundIndexBuffer.elementSize == IndexElementSize.SixteenBits ?
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DrawElementsType.UnsignedShort :
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DrawElementsType.UnsignedInt;
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int count;
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BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType,
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primitiveCount, out count);
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GL.DrawElements(mode, count, elementsType, 0);
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ErrorHelper.Check("DrawElements");
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}
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#endregion
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#region DrawInstancedPrimitives (TODO)
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public void DrawInstancedPrimitives(PrimitiveType primitiveType,
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int baseVertex, int minVertexIndex, int numVertices, int startIndex,
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int primitiveCount, int instanceCount)
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{
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//GL.DrawArraysInstanced(
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// DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType),
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// baseVertex, numVertices, instanceCount);
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throw new NotImplementedException();
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}
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#endregion
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#region DrawUserIndexedPrimitives (TODO)
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public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType,
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T[] vertexData, int vertexOffset, int numVertices, Array indexData,
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int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
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IndexElementSize indexFormat) where T : struct, IVertexType
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{
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//BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType);
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//if (indexFormat == IndexElementSize.SixteenBits)
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//{
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// ushort[] indices = new ushort[indexData.Length];
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// indexData.CopyTo(indices, 0);
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// GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedShort,
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// indices);
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//}
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//else
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//{
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// uint[] indices = new uint[indexData.Length];
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// indexData.CopyTo(indices, 0);
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// GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedInt,
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// indices);
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//}
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throw new NotImplementedException();
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}
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#endregion
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#region DrawUserPrimitives (TODO)
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public void DrawUserPrimitives<T>(PrimitiveType primitiveType,
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T[] vertexData, int vertexOffset, int primitiveCount,
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VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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{
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throw new NotImplementedException();
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}
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#endregion
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#region DrawPrimitives (TODO: check)
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public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset,
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int primitiveCount)
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{
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int count;
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BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType,
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primitiveCount, out count);
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GL.DrawArrays(mode, vertexOffset, count);
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ErrorHelper.Check("DrawArrays");
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}
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#endregion
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#region SetVertexBuffers
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public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
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{
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boundVertexBuffers = new VertexBufferGL3[vertexBuffers.Length];
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for (int index = 0; index < vertexBuffers.Length; index++)
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{
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boundVertexBuffers[index] =
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(VertexBufferGL3)vertexBuffers[index].VertexBuffer.NativeVertexBuffer;
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GL.BindBuffer(BufferTarget.ArrayBuffer,
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boundVertexBuffers[index].BufferHandle);
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ErrorHelper.Check("BindBuffer");
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boundVertexBuffers[index].MapVertexDeclaration(activeEffect);
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}
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}
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#endregion
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#region SetIndexBuffer
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public void SetIndexBuffer(IndexBuffer indexBuffer)
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{
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IndexBufferGL3 nativeBuffer =
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(IndexBufferGL3)indexBuffer.NativeIndexBuffer;
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boundIndexBuffer = nativeBuffer;
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GL.BindBuffer(BufferTarget.ElementArrayBuffer,
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nativeBuffer.BufferHandle);
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ErrorHelper.Check("BindBuffer");
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}
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#endregion
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#region ResizeRenderWindow
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private void ResizeRenderWindow(
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PresentationParameters presentationParameters)
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{
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if (OpenTK.Configuration.RunningOnWindows)
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{
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WindowsInterop.ResizeWindow(presentationParameters.DeviceWindowHandle,
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presentationParameters.BackBufferWidth,
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presentationParameters.BackBufferHeight);
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}
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else
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{
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LinuxInterop.ResizeWindow(presentationParameters.DeviceWindowHandle,
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presentationParameters.BackBufferWidth,
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presentationParameters.BackBufferHeight);
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}
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}
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#endregion
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#region SetRenderTargets
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public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
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{
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if (renderTargets == null)
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{
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if (boundRenderTargets.Length > 0)
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{
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for (int index = 0; index < boundRenderTargets.Length; index++)
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{
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boundRenderTargets[index].Unbind();
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}
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boundRenderTargets = new RenderTarget2DGL3[0];
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}
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}
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else
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{
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boundRenderTargets = new RenderTarget2DGL3[renderTargets.Length];
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for (int index = 0; index < renderTargets.Length; index++)
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{
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RenderTarget2D renderTarget =
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renderTargets[index].RenderTarget as RenderTarget2D;
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RenderTarget2DGL3 nativeRenderTarget =
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renderTarget.NativeRenderTarget as RenderTarget2DGL3;
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boundRenderTargets[index] = nativeRenderTarget;
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nativeRenderTarget.Bind();
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}
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}
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}
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#endregion
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#region GetBackBufferData (TODO)
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public void GetBackBufferData<T>(Rectangle? rect, T[] data,
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int startIndex, int elementCount) where T : struct
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{
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throw new NotImplementedException();
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}
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public void GetBackBufferData<T>(T[] data) where T : struct
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{
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//glReadPixels(0, 0, nWidth, nHeight, GL_RGB, GL_UNSIGNED_BYTE, m_pPixelData)
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throw new NotImplementedException();
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}
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public void GetBackBufferData<T>(T[] data, int startIndex,
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int elementCount) where T : struct
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{
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throw new NotImplementedException();
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}
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#endregion
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#region ResizeBuffers
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public void ResizeBuffers(PresentationParameters presentationParameters)
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{
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ResizeRenderWindow(presentationParameters);
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GL.Viewport(0, 0, presentationParameters.BackBufferWidth,
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presentationParameters.BackBufferHeight);
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ResetDevice(presentationParameters);
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}
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#endregion
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#region Dispose
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public void Dispose()
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{
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GraphicsResourceManager.DisposeAllResources();
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lastClearColor = new uint?();
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boundVertexBuffers = null;
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boundIndexBuffer = null;
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activeEffect = null;
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boundRenderTargets = null;
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nativeContext.Dispose();
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nativeContext = null;
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nativeWindowInfo.Dispose();
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nativeWindowInfo = null;
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}
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#endregion
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}
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}
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