"Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level. Removed a few class constructors which could cause problems when loading a game. Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue. Removed the restriction in the InputDeviceFactory for which InputDevices are supported. Added a Logger for Metro which works with the current Logger implementation. Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7. Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly. OpenGL and DirectX have been updated to the newest versions. XAudio system uses now the same SharpDX version as all the other systems. ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers. Fixed an erroneous finalizer in the xaudio system. Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions. Made the samples work again on Windows." "Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem. All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA. The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion. The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created. The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent". With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it. Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
478 lines
14 KiB
C#
478 lines
14 KiB
C#
using System;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using ANX.RenderSystem.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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using OpenTK.Platform.X11;
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using PrimitiveType = ANX.Framework.Graphics.PrimitiveType;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.GL3
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{
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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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private GraphicsContext nativeContext;
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private IWindowInfo nativeWindowInfo;
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private GraphicsMode graphicsMode;
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private int cachedVersionMinor = -1;
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private int cachedVersionMajor = -1;
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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 != null && Current.nativeContext != null) && 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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public bool VSync
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{
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get { return nativeContext.VSync; }
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set { nativeContext.VSync = value; }
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}
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public Rectangle ScissorRectangle
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{
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get
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{
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// TODO: test
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var boxParams = new int[4];
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GL.GetInteger(GetPName.ScissorBox, boxParams);
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return new Rectangle(boxParams[0], boxParams[1], boxParams[2], boxParams[3]);
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}
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set { GL.Scissor(value.X, value.Y, value.Width, value.Height); }
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}
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#endregion
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#region Constructor
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internal GraphicsDeviceWindowsGL3(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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private void ResetDevice(PresentationParameters presentationParameters)
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{
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if (nativeContext != null)
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Dispose();
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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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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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ResizeRenderWindow(presentationParameters);
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var colorFormat = DatatypesMapping.SurfaceToColorFormat(presentationParameters.BackBufferFormat);
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graphicsMode = new GraphicsMode(colorFormat, depth, stencil, presentationParameters.MultiSampleCount);
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CreateWindowInfo(presentationParameters.DeviceWindowHandle, graphicsMode.Index);
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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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LogOpenGLInformation();
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GL.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
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GraphicsResourceManager.RecreateAllResources();
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}
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#endregion
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#region LogOpenGLInformation
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private void LogOpenGLInformation()
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{
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string version = GL.GetString(StringName.Version);
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string vendor = GL.GetString(StringName.Vendor);
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string renderer = GL.GetString(StringName.Renderer);
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string shadingLanguageVersion = GL.GetString(StringName.ShadingLanguageVersion);
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Logger.Info("OpenGL version: " + version + " (" + vendor + " - " + renderer + ")");
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Logger.Info("GLSL version: " + shadingLanguageVersion);
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string[] parts = version.Split(new char[] { '.', ' ' });
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cachedVersionMajor = int.Parse(parts[0]);
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cachedVersionMinor = int.Parse(parts[1]);
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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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nativeWindowInfo = Utilities.CreateWindowsWindowInfo(windowHandle);
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else if (OpenTK.Configuration.RunningOnX11)
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nativeWindowInfo = LinuxInterop.CreateX11WindowInfo(windowHandle, graphicsModeHandle.Value);
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else if (OpenTK.Configuration.RunningOnMacOS)
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nativeWindowInfo = Utilities.CreateMacOSCarbonWindowInfo(windowHandle, false, true);
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else
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throw new NotImplementedException();
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}
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#endregion
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#region SetViewport
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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 (nativeContext != null)
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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, int baseVertex, int minVertexIndex, int numVertices,
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int startIndex, int primitiveCount, IndexBuffer indexBuffer)
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{
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if (indexBuffer != null)
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{
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SetIndexBuffer(indexBuffer);
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}
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// TODO: baseVertex, minVertexIndex, numVertices, startIndex
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DrawElementsType elementsType = 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, 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, IndexBuffer indexBuffer)
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{
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if (indexBuffer != null)
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{
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SetIndexBuffer(indexBuffer);
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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 SetConstantBuffer (TODO)
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#if XNAEXT
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public void SetConstantBuffer(int slot, ConstantBuffer constantBuffer)
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{
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if (constantBuffer == null)
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throw new ArgumentNullException("constantBuffer");
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throw new NotImplementedException();
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}
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#endif
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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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var nativeBuffer = (VertexBufferGL3)vertexBuffers[index].VertexBuffer.NativeVertexBuffer;
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boundVertexBuffers[index] = nativeBuffer;
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nativeBuffer.Bind(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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boundIndexBuffer = (IndexBufferGL3)indexBuffer.NativeIndexBuffer;
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, boundIndexBuffer.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(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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if (nativeWindowInfo != null)
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{
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LinuxInterop.ResizeWindow(IntPtr.Zero, 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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}
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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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if (nativeWindowInfo != null)
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{
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nativeWindowInfo.Dispose();
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nativeWindowInfo = null;
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}
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if (nativeContext != null)
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{
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nativeContext.Dispose();
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nativeContext = null;
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}
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}
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#endregion
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}
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}
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