some work on Kinect InputSystem (Dispose, fetching of RGB image) changed handling of native textures (providing data for Texture2D at the moment) implemented SetData methods for Texture2D basic Dispose handling of Texture and Texture2D implemented RenderSystemDX10: moved FormatSize method to FormatConverter to avoid duplicated code RenderSystemGL3 is BROKEN in this version. New texture handling needs to be adapted.
364 lines
13 KiB
C#
364 lines
13 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.Graphics;
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using System.IO;
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#endregion // Using Statements
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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
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{
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public class GraphicsDeviceManager : IGraphicsDeviceManager, IDisposable, IGraphicsDeviceService
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{
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#region Private Members
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private Game game;
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private GraphicsDevice graphicsDevice;
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private DepthFormat depthStencilFormat = DepthFormat.Depth24;
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private GraphicsProfile graphicsProfile;
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#endregion // Private Members
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public static readonly int DefaultBackBufferWidth = 800;
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public static readonly int DefaultBackBufferHeight = 600; //TODO: this is 480 in the original XNA
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public event EventHandler<EventArgs> Disposed;
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public event EventHandler<EventArgs> DeviceCreated;
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public event EventHandler<EventArgs> DeviceDisposing;
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public event EventHandler<EventArgs> DeviceReset;
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public event EventHandler<EventArgs> DeviceResetting;
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public event EventHandler<PreparingDeviceSettingsEventArgs> PreparingDeviceSettings;
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public GraphicsDeviceManager(Game game)
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{
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if (game == null)
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{
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throw new ArgumentNullException("game");
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}
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this.game = game;
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if (game.Services.GetService(typeof(IGraphicsDeviceManager)) != null)
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{
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throw new ArgumentException("The GraphicsDeviceManager was already registered to the game class");
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}
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game.Services.AddService(typeof(IGraphicsDeviceManager), this);
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if (game.Services.GetService(typeof(IGraphicsDeviceService)) != null)
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{
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throw new ArgumentException("The GraphicsDeviceService was already registered to the game class");
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}
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game.Services.AddService(typeof(IGraphicsDeviceService), this);
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game.Window.ClientSizeChanged += new EventHandler<EventArgs>(Window_ClientSizeChanged);
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game.Window.ScreenDeviceNameChanged += new EventHandler<EventArgs>(Window_ScreenDeviceNameChanged);
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game.Window.OrientationChanged += new EventHandler<EventArgs>(Window_OrientationChanged);
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this.graphicsProfile = FetchGraphicsProfile();
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}
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void Window_OrientationChanged(object sender, EventArgs e)
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{
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throw new NotImplementedException();
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}
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void Window_ScreenDeviceNameChanged(object sender, EventArgs e)
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{
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throw new NotImplementedException();
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}
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void Window_ClientSizeChanged(object sender, EventArgs e)
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{
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throw new NotImplementedException();
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}
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public bool BeginDraw()
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{
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return true;
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}
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public void CreateDevice()
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{
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ApplyChanges();
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}
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private void CreateDevice(GraphicsDeviceInformation deviceInformation)
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{
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if (this.graphicsDevice != null)
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{
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this.graphicsDevice.Dispose();
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this.graphicsDevice = null;
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}
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//TODO: validate graphics device
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//TODO: this should be set somewhere else
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deviceInformation.PresentationParameters.DeviceWindowHandle = game.Window.Handle;
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deviceInformation.PresentationParameters.BackBufferWidth = DefaultBackBufferWidth; //TODO: set real default sizes
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deviceInformation.PresentationParameters.BackBufferHeight = DefaultBackBufferHeight;
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this.graphicsDevice = new GraphicsDevice(deviceInformation.Adapter, deviceInformation.GraphicsProfile, deviceInformation.PresentationParameters);
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//TODO: hookup events
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this.graphicsDevice.DeviceResetting += new EventHandler<EventArgs>(graphicsDevice_DeviceResetting);
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this.graphicsDevice.DeviceReset += new EventHandler<EventArgs>(graphicsDevice_DeviceReset);
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OnDeviceCreated(this, EventArgs.Empty);
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}
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void graphicsDevice_DeviceReset(object sender, EventArgs e)
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{
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OnDeviceReset(this, EventArgs.Empty);
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}
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void graphicsDevice_DeviceResetting(object sender, EventArgs e)
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{
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OnDeviceResetting(this, EventArgs.Empty);
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}
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public void EndDraw()
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{
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this.graphicsDevice.Present();
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}
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public void ApplyChanges()
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{
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GraphicsDeviceInformation graphicsDeviceInformation = FindBestDevice(true);
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OnPreparingDeviceSettings(this, new PreparingDeviceSettingsEventArgs(graphicsDeviceInformation));
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if (graphicsDevice != null)
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{
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if (this.CanResetDevice(graphicsDeviceInformation))
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{
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OnDeviceResetting(this, EventArgs.Empty);
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this.graphicsDevice.Reset(graphicsDeviceInformation.PresentationParameters, graphicsDeviceInformation.Adapter);
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OnDeviceReset(this, EventArgs.Empty);
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}
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else
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{
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graphicsDevice.Dispose();
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graphicsDevice = null;
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}
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}
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if (graphicsDevice == null)
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{
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CreateDevice(graphicsDeviceInformation);
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}
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}
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public void ToggleFullScreen()
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{
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throw new NotImplementedException();
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}
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public void Dispose()
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{
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throw new NotImplementedException();
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}
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protected GraphicsDeviceInformation FindBestDevice(bool anySuitableDevice)
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{
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//TODO: implement
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return new GraphicsDeviceInformation();
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}
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protected virtual bool CanResetDevice(GraphicsDeviceInformation newDeviceInfo)
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{
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throw new NotImplementedException();
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}
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protected virtual void RankDevices(List<GraphicsDeviceInformation> foundDevices)
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{
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throw new NotImplementedException();
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}
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protected virtual void OnDeviceCreated(Object sender, EventArgs args)
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{
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if (DeviceCreated != null)
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{
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DeviceCreated(sender, args);
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}
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}
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protected virtual void OnDeviceDisposing(Object sender, EventArgs args)
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{
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if (DeviceDisposing != null)
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{
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DeviceDisposing(sender, args);
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}
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}
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protected virtual void OnDeviceReset(Object sender, EventArgs args)
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{
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if (DeviceReset != null)
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{
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DeviceReset(sender, args);
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}
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}
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protected virtual void OnDeviceResetting(Object sender, EventArgs args)
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{
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if (DeviceResetting != null)
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{
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DeviceResetting(sender, args);
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}
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}
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protected virtual void OnPreparingDeviceSettings(Object sender, PreparingDeviceSettingsEventArgs args)
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{
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if (PreparingDeviceSettings != null)
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{
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PreparingDeviceSettings(sender, args);
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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throw new NotImplementedException();
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}
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public GraphicsDevice GraphicsDevice
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{
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get { return this.graphicsDevice; }
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}
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public GraphicsProfile GraphicsProfile
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{
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get
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{
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return this.graphicsProfile;
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}
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set
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{
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throw new NotImplementedException();
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}
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}
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public DepthFormat PreferredDepthStencilFormat
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{
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get
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{
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return this.depthStencilFormat;
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}
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set { throw new NotImplementedException(); }
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}
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public SurfaceFormat PreferredBackBufferFormat
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{
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get { throw new NotImplementedException(); }
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set { throw new NotImplementedException(); }
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}
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public int PreferredBackBufferWidth
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{
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get { throw new NotImplementedException(); }
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set { throw new NotImplementedException(); }
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}
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public int PreferredBackBufferHeight
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{
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get { throw new NotImplementedException(); }
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set { throw new NotImplementedException(); }
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}
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public bool IsFullScreen
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{
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get { throw new NotImplementedException(); }
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set { throw new NotImplementedException(); }
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}
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public bool SynchronizeWithVerticalRetrace
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{
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get
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{
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return graphicsDevice.NativeDevice.VSync;
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}
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set
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{
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graphicsDevice.NativeDevice.VSync = value;
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}
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}
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public bool PreferMultiSampling
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{
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get { throw new NotImplementedException(); }
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set { throw new NotImplementedException(); }
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}
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public DisplayOrientation SupportedOrientations
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{
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get { throw new NotImplementedException(); }
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set { throw new NotImplementedException(); }
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}
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private GraphicsProfile FetchGraphicsProfile()
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{
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Stream manifestResourceStream = this.game.GetType().Assembly.GetManifestResourceStream("Microsoft.Xna.Framework.RuntimeProfile");
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if (manifestResourceStream != null)
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{
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using (StreamReader reader = new StreamReader(manifestResourceStream))
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{
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if (reader.ReadToEnd().Contains("HiDef"))
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{
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return GraphicsProfile.HiDef;
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}
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}
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}
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return GraphicsProfile.Reach;
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}
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}
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}
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