SND\AstrorEnales_cp 8239306d2e - Implemented RenderTarget in OpenGL
- Implemented dynamic shader attributes mapping in the vertex buffer in OpenGL
2011-12-08 19:48:15 +00:00

357 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.IO;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.RenderSystem;
using NLog;
using OpenTK;
#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
{
/// <summary>
/// OpenGL graphics creator.
/// </summary>
public class Creator : IRenderSystemCreator
{
private static Logger logger = LogManager.GetCurrentClassLogger();
#region Public
/// <summary>
/// Name of the Creator implementation.
/// </summary>
public string Name
{
get
{
return "OpenGL3";
}
}
public int Priority
{
get { return 100; }
}
public bool IsSupported
{
get
{
//TODO: this is just a very basic version of test for support
return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT ||
AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Unix ||
AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.MacOSX;
}
}
#endregion
#region RegisterRenderSystemCreator
public void RegisterCreator(AddInSystemFactory factory)
{
logger.Debug("adding OpenGL3 RenderSystem creator to creator collection of AddInSystemFactory");
factory.AddCreator(this);
}
#endregion
#region CreateGameHost
public GameHost CreateGameHost(Game game)
{
logger.Info("creating OpenGL3 GameHost");
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new WindowsGameHost(game);
}
#endregion
#region CreateEffect
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect, Stream byteCode)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new EffectGL3(managedEffect, byteCode);
}
public INativeEffect CreateEffect(GraphicsDevice graphics, Effect managedEffect,
Stream vertexShaderByteCode, Stream pixelShaderByteCode)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new EffectGL3(managedEffect, vertexShaderByteCode, pixelShaderByteCode);
}
#endregion
#region CreateGraphicsDevice
INativeGraphicsDevice IRenderSystemCreator.CreateGraphicsDevice(
PresentationParameters presentationParameters)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new GraphicsDeviceWindowsGL3(presentationParameters);
}
#endregion
#region CreateTexture
/// <summary>
/// Create a new native texture.
/// </summary>
/// <param name="graphics">Graphics device.</param>
/// <param name="surfaceFormat">The format of the texture.</param>
/// <param name="width">The width of the texture.</param>
/// <param name="height">The height of the texture.</param>
/// <param name="mipCount">The number of mipmaps in the texture.</param>
/// <returns></returns>
public INativeTexture2D CreateTexture(GraphicsDevice graphics,
SurfaceFormat surfaceFormat, int width, int height, int mipCount)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new Texture2DGL3(surfaceFormat, width, height, mipCount);
}
#endregion
#region CreateIndexBuffer
/// <summary>
/// Create a native index buffer.
/// </summary>
/// <param name="graphics">The current graphics device.</param>
/// <param name="size">The size of a single index element.</param>
/// <param name="indexCount">The number of indices stored in the buffer.
/// </param>
/// <param name="usage">The usage type of the buffer.</param>
/// <returns>Native OpenGL index buffer.</returns>
public INativeBuffer CreateIndexBuffer(GraphicsDevice graphics,
IndexElementSize size, int indexCount, BufferUsage usage)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new IndexBufferGL3(size, indexCount, usage);
}
#endregion
#region CreateVertexBuffer
/// <summary>
/// Create a native vertex buffer.
/// </summary>
/// <param name="graphics">The current graphics device.</param>
/// <param name="size">The vertex declaration for the buffer.</param>
/// <param name="indexCount">The number of vertices stored in the buffer.
/// </param>
/// <param name="usage">The usage type of the buffer.</param>
/// <returns>Native OpenGL vertex buffer.</returns>
public INativeBuffer CreateVertexBuffer(GraphicsDevice graphics,
VertexDeclaration vertexDeclaration, int vertexCount,
BufferUsage usage)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new VertexBufferGL3(vertexDeclaration, vertexCount, usage);
}
#endregion
#region CreateBlendState
/// <summary>
/// Create a new native blend state.
/// </summary>
/// <returns>Native Blend State.</returns>
public INativeBlendState CreateBlendState()
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new BlendStateGL3();
}
#endregion
#region CreateBlendState
/// <summary>
/// Create a new native rasterizer state.
/// </summary>
/// <returns>Native Rasterizer State.</returns>
public INativeRasterizerState CreateRasterizerState()
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new RasterizerStateGL3();
}
#endregion
#region CreateDepthStencilState
/// <summary>
/// Create a new native Depth Stencil State.
/// </summary>
/// <returns>Native Depth Stencil State.</returns>
public INativeDepthStencilState CreateDepthStencilState()
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new DepthStencilStateGL3();
}
#endregion
#region CreateSamplerState
/// <summary>
/// Create a new native sampler state.
/// </summary>
/// <returns>Native Sampler State.</returns>
public INativeSamplerState CreateSamplerState()
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new SamplerStateGL3();
}
#endregion
#region GetShaderByteCode
/// <summary>
/// Get the byte code of a pre defined shader.
/// </summary>
/// <param name="type">Pre defined shader type.</param>
/// <returns>Byte code of the shader.</returns>
public byte[] GetShaderByteCode(PreDefinedShader type)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
if (type == PreDefinedShader.SpriteBatch)
{
return ShaderByteCode.SpriteBatchByteCode;
}
else if (type == PreDefinedShader.AlphaTestEffect)
{
return ShaderByteCode.AlphaTestEffectByteCode;
}
else if (type == PreDefinedShader.BasicEffect)
{
return ShaderByteCode.BasicEffectByteCode;
}
else if (type == PreDefinedShader.DualTextureEffect)
{
return ShaderByteCode.DualTextureEffectByteCode;
}
else if (type == PreDefinedShader.EnvironmentMapEffect)
{
return ShaderByteCode.EnvironmentMapEffectByteCode;
}
else if (type == PreDefinedShader.SkinnedEffect)
{
return ShaderByteCode.SkinnedEffectByteCode;
}
throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
}
#endregion
#region GetAdapterList
/// <summary>
/// Get a list of available graphics adapter information.
/// </summary>
/// <returns>List of graphics adapters.</returns>
public ReadOnlyCollection<GraphicsAdapter> GetAdapterList()
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
var result = new List<GraphicsAdapter>();
foreach (DisplayDevice device in DisplayDevice.AvailableDisplays)
{
var displayModeCollection = new DisplayModeCollection();
foreach (string format in Enum.GetNames(typeof(SurfaceFormat)))
{
SurfaceFormat surfaceFormat =
(SurfaceFormat)Enum.Parse(typeof(SurfaceFormat), format);
// TODO: device.BitsPerPixel
if (surfaceFormat != SurfaceFormat.Color)//adapter.Supports(surfaceFormat) == false)
{
continue;
}
var modes = new List<DisplayMode>();
foreach (DisplayResolution res in device.AvailableResolutions)
{
float aspect = (float)res.Width / (float)res.Height;
modes.Add(new DisplayMode
{
AspectRatio = aspect,
Width = res.Width,
Height = res.Height,
TitleSafeArea = new Rectangle(0, 0, res.Width, res.Height),
Format = surfaceFormat,
});
}
displayModeCollection[surfaceFormat] = modes.ToArray();
}
GraphicsAdapter newAdapter = new GraphicsAdapter
{
SupportedDisplayModes = displayModeCollection,
IsDefaultAdapter = device.IsPrimary,
// TODO:
DeviceId = 0,
DeviceName = "",
Revision = 0,
SubSystemId = 0,
VendorId = 0,
};
result.Add(newAdapter);
}
return new ReadOnlyCollection<GraphicsAdapter>(result);
}
#endregion
#region CreateRenderTarget
public INativeRenderTarget2D CreateRenderTarget(GraphicsDevice graphics,
int width, int height, bool mipMap, SurfaceFormat preferredFormat,
DepthFormat preferredDepthFormat, int preferredMultiSampleCount,
RenderTargetUsage usage)
{
AddInSystemFactory.Instance.PreventRenderSystemChange();
return new RenderTarget2DGL3(width, height, mipMap, preferredFormat,
preferredDepthFormat, preferredMultiSampleCount, usage);
}
#endregion
}
}