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

248 lines
8.6 KiB
C#

using System;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using OpenTK.Graphics.OpenGL;
#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>
/// Native OpenGL implementation of a Vertex Buffer.
/// <para />
/// Great tutorial about VBO/IBO directly for OpenTK:
/// http://www.opentk.com/doc/graphics/geometry/vertex-buffer-objects
/// </summary>
public class VertexBufferGL3 : INativeBuffer
{
#region Private
/// <summary>
/// Native vertex buffer handle.
/// </summary>
private int bufferHandle;
internal int BufferHandle
{
get
{
return bufferHandle;
}
}
private VertexDeclaration vertexDeclaration;
private BufferUsage usage;
private int vertexCount;
private BufferUsageHint usageHint;
#endregion
#region Constructor
/// <summary>
/// Create a new Vertex Buffer object.
/// </summary>
internal VertexBufferGL3(VertexDeclaration setVertexDeclaration,
int setVertexCount, BufferUsage setUsage)
{
vertexDeclaration = setVertexDeclaration;
usage = setUsage;
vertexCount = setVertexCount;
// TODO: evaluate whats best
// StaticDraw: set once, use often
// DynamicDraw: set frequently, use repeatadly
// StreamDraw: set every tick, use once
usageHint = BufferUsageHint.DynamicDraw;
GL.GenBuffers(1, out bufferHandle);
ErrorHelper.Check("GenBuffers");
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
int size = vertexDeclaration.VertexStride * setVertexCount;
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)size, IntPtr.Zero,
usageHint);
ErrorHelper.Check("BufferData");
int setSize;
GL.GetBufferParameter(BufferTarget.ArrayBuffer,
BufferParameterName.BufferSize, out setSize);
if (setSize != size)
{
throw new Exception("Failed to set the vertexBuffer data. DataSize=" +
size + " SetSize=" + setSize);
}
}
#endregion
#region SetData
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data)
where T : struct
{
BufferData(data, 0);
}
#endregion
#region SetData
public void SetData<T>(GraphicsDevice graphicsDevice, T[] data,
int startIndex, int elementCount) where T : struct
{
if (startIndex != 0 ||
elementCount != data.Length)
{
T[] subArray = new T[elementCount];
Array.Copy(data, startIndex, subArray, 0, elementCount);
BufferData(subArray, 0);
}
else
{
BufferData(data, 0);
}
}
#endregion
#region SetData
public void SetData<T>(GraphicsDevice graphicsDevice, int offsetInBytes,
T[] data, int startIndex, int elementCount) where T : struct
{
if (startIndex != 0 ||
elementCount != data.Length)
{
T[] subArray = new T[elementCount];
Array.Copy(data, startIndex, subArray, 0, elementCount);
BufferData(subArray, offsetInBytes);
}
else
{
BufferData(data, offsetInBytes);
}
}
#endregion
#region BufferData (private helper)
private void BufferData<T>(T[] data, int offset) where T : struct
{
int size = vertexDeclaration.VertexStride * data.Length;
GL.BindBuffer(BufferTarget.ArrayBuffer, bufferHandle);
ErrorHelper.Check("BindBuffer");
GL.BufferSubData<T>(BufferTarget.ArrayBuffer, (IntPtr)offset,
(IntPtr)size, data);
ErrorHelper.Check("BufferSubData");
}
#endregion
#region MapVertexDeclaration
internal void MapVertexDeclaration(EffectGL3 effect)
{
VertexElement[] elements = vertexDeclaration.GetVertexElements();
if (elements.Length != effect.ActiveAttributes.Count)
{
throw new InvalidOperationException("Mapping the VertexDeclaration " +
"onto the glsl attributes failed because we have " +
effect.ActiveAttributes.Count + " Shader Attributes and " +
elements.Length + " elements in the vertex declaration which " +
"doesn't fit!");
}
foreach (string key in effect.ActiveAttributes.Keys)
{
EffectGL3.ShaderAttribute attribute = effect.ActiveAttributes[key];
GL.EnableVertexAttribArray(attribute.Location);
VertexElement element = elements[(int)attribute.Location];
switch (element.VertexElementUsage)
{
case VertexElementUsage.Binormal:
case VertexElementUsage.Normal:
case VertexElementUsage.Tangent:
case VertexElementUsage.BlendIndices:
case VertexElementUsage.BlendWeight:
case VertexElementUsage.Position:
GL.VertexAttribPointer((int)attribute.Location, 3,
VertexAttribPointerType.Float, false,
vertexDeclaration.VertexStride, element.Offset);
break;
case VertexElementUsage.Color:
GL.VertexAttribPointer((int)attribute.Location, 4,
VertexAttribPointerType.UnsignedByte,
true, vertexDeclaration.VertexStride, element.Offset);
break;
case VertexElementUsage.TextureCoordinate:
GL.VertexAttribPointer((int)attribute.Location, 2,
VertexAttribPointerType.Float, false,
vertexDeclaration.VertexStride, element.Offset);
break;
// TODO
case VertexElementUsage.Depth:
case VertexElementUsage.Fog:
case VertexElementUsage.PointSize:
case VertexElementUsage.Sample:
case VertexElementUsage.TessellateFactor:
throw new NotImplementedException();
}
}
}
#endregion
#region Dispose
/// <summary>
/// Dispose the native index buffer data.
/// </summary>
public void Dispose()
{
GL.DeleteBuffers(1, ref bufferHandle);
ErrorHelper.Check("DeleteBuffers");
}
#endregion
}
}