anx.framework/RenderSystems/ANX.Framework.GL3/GraphicsDeviceWindowsGL3.cs
Konstantin Koch c61b7a077e Migrated WindowsFormsEditor and WindowsGame and did basic implementation of OpenTK InputDevices
Made it possible to separate the InputDevices by their provider and set
a preffered provider. Otherwise you are restricted to only having one
input Device provider.
Improved the error message if the WindowHandle on the InputDeviceFactory
is invalid.
Improved AssemblyLoader which was skipping the InputDevices.OpenTK
assembly because the OpenTK assembly was blocked. Added ANX.Framework
and SharpDX.Direct3D11.Effects to the ignore list.
The AssemblyLoader is not static anymore (Only used in
AddinSystemFactory) and it doesn't add the same assembly multiple times
anymore. Additionally, if a type of an assembly couldn't be loaded, it
throws now a TypeLoadException with the hint that a dependency might
have been loaded in the wrong version.
Refactored RenderSystem.GL3 with the latest changes on the effect system
that have been done in the ANX.Framework.
2015-10-18 13:37:39 +02:00

479 lines
14 KiB
C#

using System;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.GL3.Helpers;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Platform;
using OpenTK.Platform.X11;
using PrimitiveType = ANX.Framework.Graphics.PrimitiveType;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.RenderSystem.GL3
{
public class GraphicsDeviceWindowsGL3 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
#region Private
private GraphicsContext nativeContext;
private IWindowInfo nativeWindowInfo;
private GraphicsMode graphicsMode;
private IndexBuffer currentIndexBuffer;
private int cachedVersionMinor = -1;
private int cachedVersionMajor = -1;
internal static VertexBufferGL3[] boundVertexBuffers;
private static RenderTarget2DGL3[] boundRenderTargets;
internal static IndexBufferGL3 boundIndexBuffer;
internal static EffectGL3 activeEffect;
internal static GraphicsDeviceWindowsGL3 Current
{
get;
private set;
}
internal static bool IsContextCurrent
{
get
{
return (Current != null && Current.nativeContext != null) && Current.nativeContext.IsCurrent;
}
}
#endregion
#region Public
public bool VSync
{
get { return nativeContext.VSync; }
set { nativeContext.VSync = value; }
}
public Rectangle ScissorRectangle
{
get
{
// TODO: test
var boxParams = new int[4];
GL.GetInteger(GetPName.ScissorBox, boxParams);
return new Rectangle(boxParams[0], boxParams[1], boxParams[2], boxParams[3]);
}
set { GL.Scissor(value.X, value.Y, value.Width, value.Height); }
}
#endregion
#region Constructor
internal GraphicsDeviceWindowsGL3(PresentationParameters presentationParameters)
{
Current = this;
ResetDevice(presentationParameters);
}
#endregion
#region ResetDevice
private void ResetDevice(PresentationParameters presentationParameters)
{
if (nativeContext != null)
Dispose();
boundVertexBuffers = new VertexBufferGL3[0];
boundRenderTargets = new RenderTarget2DGL3[0];
boundIndexBuffer = null;
activeEffect = null;
int depth = 0;
int stencil = 0;
switch (presentationParameters.DepthStencilFormat)
{
case DepthFormat.None:
break;
case DepthFormat.Depth16:
depth = 16;
break;
case DepthFormat.Depth24:
depth = 24;
break;
case DepthFormat.Depth24Stencil8:
depth = 24;
stencil = 8;
break;
}
ResizeRenderWindow(presentationParameters);
var colorFormat = DatatypesMapping.SurfaceToColorFormat(presentationParameters.BackBufferFormat);
graphicsMode = new GraphicsMode(colorFormat, depth, stencil, presentationParameters.MultiSampleCount);
CreateWindowInfo(presentationParameters.DeviceWindowHandle, graphicsMode.Index);
nativeContext = new GraphicsContext(graphicsMode, nativeWindowInfo);
nativeContext.MakeCurrent(nativeWindowInfo);
nativeContext.LoadAll();
LogOpenGLInformation();
GL.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
GraphicsResourceManager.RecreateAllResources();
}
#endregion
#region LogOpenGLInformation
private void LogOpenGLInformation()
{
string version = GL.GetString(StringName.Version);
string vendor = GL.GetString(StringName.Vendor);
string renderer = GL.GetString(StringName.Renderer);
string shadingLanguageVersion = GL.GetString(StringName.ShadingLanguageVersion);
Logger.Info("OpenGL version: " + version + " (" + vendor + " - " + renderer + ")");
Logger.Info("GLSL version: " + shadingLanguageVersion);
string[] parts = version.Split(new char[] { '.', ' ' });
cachedVersionMajor = int.Parse(parts[0]);
cachedVersionMinor = int.Parse(parts[1]);
}
#endregion
#region CreateWindowInfo
private void CreateWindowInfo(IntPtr windowHandle, IntPtr? graphicsModeHandle)
{
if (OpenTK.Configuration.RunningOnWindows)
nativeWindowInfo = Utilities.CreateWindowsWindowInfo(windowHandle);
else if (OpenTK.Configuration.RunningOnX11)
nativeWindowInfo = LinuxInterop.CreateX11WindowInfo(windowHandle, graphicsModeHandle.Value);
else if (OpenTK.Configuration.RunningOnMacOS)
nativeWindowInfo = Utilities.CreateMacOSCarbonWindowInfo(windowHandle, false, true);
else
throw new NotImplementedException();
}
#endregion
#region SetViewport
public void SetViewport(Viewport viewport)
{
GL.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height);
ErrorHelper.Check("SetViewport");
}
#endregion
#region Clear
private uint? lastClearColor;
/// <summary>
/// Clear the current screen by the specified clear color.
/// </summary>
/// <param name="color">Clear color.</param>
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor.HasValue == false ||
lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(color.R * ColorMultiplier, color.G * ColorMultiplier,
color.B * ColorMultiplier, color.A * ColorMultiplier);
ErrorHelper.Check("ClearColor");
}
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
ErrorHelper.Check("Clear");
}
/// <summary>
/// Clear the current screen by the specified clear color and options.
/// </summary>
/// <param name="options">Clear options defining which components
/// should be cleared.</param>
/// <param name="color">Clear color.</param>
/// <param name="depth">Depth value.</param>
/// <param name="stencil">Stencil value.</param>
public void Clear(ClearOptions options, Vector4 color, float depth,
int stencil)
{
Color anxColor;
DatatypesMapping.Convert(ref color, out anxColor);
uint newClearColor = anxColor.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
GL.ClearColor(anxColor.R * ColorMultiplier, anxColor.G * ColorMultiplier,
anxColor.B * ColorMultiplier, anxColor.A * ColorMultiplier);
ErrorHelper.Check("ClearColor");
}
ClearBufferMask mask = (ClearBufferMask)0;
if ((options | ClearOptions.Target) == options)
{
mask |= ClearBufferMask.ColorBufferBit;
}
if ((options | ClearOptions.Stencil) == options)
{
mask |= ClearBufferMask.StencilBufferBit;
}
if ((options | ClearOptions.DepthBuffer) == options)
{
mask |= ClearBufferMask.DepthBufferBit;
}
GL.ClearDepth(depth);
ErrorHelper.Check("ClearDepth");
GL.ClearStencil(stencil);
ErrorHelper.Check("ClearStencil");
GL.Clear(mask);
ErrorHelper.Check("Clear");
}
#endregion
#region Present
/// <summary>
/// Swap the graphics buffers.
/// </summary>
public void Present()
{
if (nativeContext != null)
{
nativeContext.SwapBuffers();
}
}
public void Present(Rectangle? sourceRectangle, Rectangle? destinationRectangle, WindowHandle overrideWindowHandle)
{
throw new NotImplementedException();
}
#endregion
#region DrawIndexedPrimitives
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices,
int startIndex, int primitiveCount)
{
// TODO: baseVertex, minVertexIndex, numVertices, startIndex
DrawElementsType elementsType = boundIndexBuffer.elementSize == IndexElementSize.SixteenBits ?
DrawElementsType.UnsignedShort :
DrawElementsType.UnsignedInt;
int count;
BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType, primitiveCount, out count);
GL.DrawElements(mode, count, elementsType, 0);
ErrorHelper.Check("DrawElements");
}
#endregion
#region DrawInstancedPrimitives (TODO)
public void DrawInstancedPrimitives(PrimitiveType primitiveType,
int baseVertex, int minVertexIndex, int numVertices, int startIndex,
int primitiveCount, int instanceCount)
{
//GL.DrawArraysInstanced(
// DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType),
// baseVertex, numVertices, instanceCount);
throw new NotImplementedException();
}
#endregion
#region DrawUserIndexedPrimitives (TODO)
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int numVertices, Array indexData,
int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
//BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType);
//if (indexFormat == IndexElementSize.SixteenBits)
//{
// ushort[] indices = new ushort[indexData.Length];
// indexData.CopyTo(indices, 0);
// GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedShort,
// indices);
//}
//else
//{
// uint[] indices = new uint[indexData.Length];
// indexData.CopyTo(indices, 0);
// GL.DrawElements(mode, numVertices, DrawElementsType.UnsignedInt,
// indices);
//}
throw new NotImplementedException();
}
#endregion
#region DrawUserPrimitives (TODO)
public void DrawUserPrimitives<T>(PrimitiveType primitiveType,
T[] vertexData, int vertexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
throw new NotImplementedException();
}
#endregion
#region DrawPrimitives (TODO: check)
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset,
int primitiveCount)
{
int count;
BeginMode mode = DatatypesMapping.PrimitiveTypeToBeginMode(primitiveType,
primitiveCount, out count);
GL.DrawArrays(mode, vertexOffset, count);
ErrorHelper.Check("DrawArrays");
}
#endregion
#region SetConstantBuffer (TODO)
#if XNAEXT
public void SetConstantBuffer(int slot, ConstantBuffer constantBuffer)
{
if (constantBuffer == null)
throw new ArgumentNullException("constantBuffer");
throw new NotImplementedException();
}
#endif
#endregion
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
boundVertexBuffers = new VertexBufferGL3[vertexBuffers.Length];
for (int index = 0; index < vertexBuffers.Length; index++)
{
var nativeBuffer = (VertexBufferGL3)vertexBuffers[index].VertexBuffer.NativeVertexBuffer;
boundVertexBuffers[index] = nativeBuffer;
nativeBuffer.Bind(activeEffect);
}
}
public IndexBuffer IndexBuffer
{
get
{
return this.currentIndexBuffer;
}
set
{
boundIndexBuffer = (IndexBufferGL3)value.NativeIndexBuffer;
GL.BindBuffer(BufferTarget.ElementArrayBuffer, boundIndexBuffer.BufferHandle);
ErrorHelper.Check("BindBuffer");
this.currentIndexBuffer = value;
}
}
#region ResizeRenderWindow
private void ResizeRenderWindow(PresentationParameters presentationParameters)
{
if (OpenTK.Configuration.RunningOnWindows)
{
WindowsInterop.ResizeWindow(presentationParameters.DeviceWindowHandle,
presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
}
else
{
if (nativeWindowInfo != null)
{
LinuxInterop.ResizeWindow(IntPtr.Zero, presentationParameters.DeviceWindowHandle,
presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
}
}
}
#endregion
#region SetRenderTargets
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
if (renderTargets == null)
{
if (boundRenderTargets.Length > 0)
{
for (int index = 0; index < boundRenderTargets.Length; index++)
{
boundRenderTargets[index].Unbind();
}
boundRenderTargets = new RenderTarget2DGL3[0];
}
}
else
{
boundRenderTargets = new RenderTarget2DGL3[renderTargets.Length];
for (int index = 0; index < renderTargets.Length; index++)
{
RenderTarget2D renderTarget =
renderTargets[index].RenderTarget as RenderTarget2D;
RenderTarget2DGL3 nativeRenderTarget =
renderTarget.NativeRenderTarget as RenderTarget2DGL3;
boundRenderTargets[index] = nativeRenderTarget;
nativeRenderTarget.Bind();
}
}
}
#endregion
#region GetBackBufferData (TODO)
public void GetBackBufferData<T>(Rectangle? rect, T[] data,
int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
//glReadPixels(0, 0, nWidth, nHeight, GL_RGB, GL_UNSIGNED_BYTE, m_pPixelData)
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex,
int elementCount) where T : struct
{
throw new NotImplementedException();
}
#endregion
#region ResizeBuffers
public void ResizeBuffers(PresentationParameters presentationParameters)
{
ResizeRenderWindow(presentationParameters);
GL.Viewport(0, 0, presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
ResetDevice(presentationParameters);
}
#endregion
#region Dispose
public void Dispose()
{
GraphicsResourceManager.DisposeAllResources();
lastClearColor = new uint?();
boundVertexBuffers = null;
boundIndexBuffer = null;
activeEffect = null;
boundRenderTargets = null;
if (nativeWindowInfo != null)
{
nativeWindowInfo.Dispose();
nativeWindowInfo = null;
}
if (nativeContext != null)
{
nativeContext.Dispose();
nativeContext = null;
}
}
#endregion
}
}