// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using System.Drawing; using OpenTK; #if ANDROID using Android.Graphics; #else using System.Drawing.Imaging; #endif namespace ClassicalSharp.GraphicsAPI { /// Abstracts a 3D graphics rendering API. public abstract partial class IGraphicsApi { /// Maximum supported length of a dimension (width and height) of a 2D texture. public abstract int MaxTextureDimensions { get; } /// Sets whether texturing is applied when rasterizing primitives. public abstract bool Texturing { set; } internal float MinZNear = 0.1f; readonly FastBitmap bmpBuffer = new FastBitmap(); /// Returns whether this graphics api had a valid context. public bool LostContext; /// Event raised when a context is destroyed after having been previously lost. public event EventHandler ContextLost; /// Event raised when a context is recreated after having been previously lost. public event EventHandler ContextRecreated; protected void RaiseContextLost() { if( ContextLost != null ) ContextLost( null, null ); } protected void RaiseContextRecreated() { if( ContextRecreated != null ) ContextRecreated( null, null ); } /// Delegate that is invoked when the current context is lost, /// and is repeatedly invoked until the context can be retrieved. public Action LostContextFunction; /// Creates a new native texture with the specified dimensions and using the /// image data encapsulated by the Bitmap instance. /// Note that should make every effort you can to ensure that the dimensions of the bitmap /// are powers of two, because otherwise they will not display properly on certain graphics cards.
/// This method returns -1 if the input image is not a 32bpp format.
public int CreateTexture( Bitmap bmp, bool managedPool ) { if( !Platform.Is32Bpp( bmp ) ) { throw new ArgumentOutOfRangeException( "Bitmap must be 32bpp" ); } bmpBuffer.SetData( bmp, true, true ); return CreateTexture( bmpBuffer, managedPool ); } /// Creates a new native texture with the specified dimensions and FastBitmap instance /// that encapsulates the pointer to the 32bpp image data. /// Note that should make every effort you can to ensure that the dimensions are powers of two, /// because otherwise they will not display properly on certain graphics cards. public int CreateTexture( FastBitmap bmp, bool managedPool ) { if( !Utils.IsPowerOf2( bmp.Width ) || !Utils.IsPowerOf2( bmp.Height ) ) { throw new ArgumentOutOfRangeException( "Bitmap must have power of two dimensions" ); } if( !bmp.IsLocked ) bmp.LockBits(); int texId = CreateTexture( bmp.Width, bmp.Height, bmp.Scan0, managedPool ); bmp.UnlockBits(); return texId; } /// Creates a new native texture with the specified dimensions and pointer to the 32bpp image data. /// Note that should make every effort you can to ensure that the dimensions are powers of two, /// because otherwise they will not display properly on certain graphics cards. protected abstract int CreateTexture( int width, int height, IntPtr scan0, bool managedPool ); /// Updates the sub-rectangle (texX, texY) -> (texX + part.Width, texY + part.Height) /// of the native texture associated with the given ID, with the pixels encapsulated in the 'part' instance. public abstract void UpdateTexturePart( int texId, int texX, int texY, FastBitmap part ); /// Binds the given texture id so that it can be used for rasterization. public abstract void BindTexture( int texId ); /// Frees all native resources held for the given texture id. public abstract void DeleteTexture( ref int texId ); /// Frees all native resources held for the given texture id. public void DeleteTexture( ref Texture texture ) { DeleteTexture( ref texture.ID ); } /// Sets whether fog is currently enabled. public abstract bool Fog { set; } /// Sets the fog colour that is blended with final primitive colours. public abstract void SetFogColour( FastColour col ); /// Sets the density of exp and exp^2 fog public abstract void SetFogDensity( float value ); /// Sets the start radius of fog for linear fog. public abstract void SetFogStart( float value ); /// Sets the end radius of fog for for linear fog. public abstract void SetFogEnd( float value ); /// Sets the current fog mode. (linear, exp, or exp^2) public abstract void SetFogMode( Fog fogMode ); /// Whether back facing primitives should be culled by the 3D graphics api. public abstract bool FaceCulling { set; } /// Whether alpha testing is currently enabled. public abstract bool AlphaTest { set; } /// Sets the alpha test compare function that is used when alpha testing is enabled. public abstract void AlphaTestFunc( CompareFunc func, float refValue ); /// Whether alpha blending is currently enabled. public abstract bool AlphaBlending { set; } /// Sets the alpha blend function that is used when alpha blending is enabled. public abstract void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc dstFunc ); /// Clears the underlying back and/or front buffer. public abstract void Clear(); /// Sets the colour the screen is cleared to when Clear() is called. public abstract void ClearColour( FastColour col ); /// Whether depth testing is currently enabled. public abstract bool DepthTest { set; } /// Sets the depth test compare function that is used when depth testing is enabled. public abstract void DepthTestFunc( CompareFunc func ); /// Whether writing to the colour buffer is enabled. public abstract bool ColourWrite { set; } /// Whether writing to the depth buffer is enabled. public abstract bool DepthWrite { set; } /// Whether blending between the alpha components of the texture and colour are performed. public abstract bool AlphaArgBlend { set; } /// Creates a vertex buffer that can have its data dynamically updated. public abstract int CreateDynamicVb( VertexFormat format, int maxVertices ); /// Creates a static vertex buffer that has its data set at creation, /// but the vertex buffer's data cannot be updated after creation. public abstract int CreateVb( T[] vertices, VertexFormat format, int count ) where T : struct; /// Creates a static vertex buffer that has its data set at creation, /// but the vertex buffer's data cannot be updated after creation. public abstract int CreateVb( IntPtr vertices, VertexFormat format, int count ); /// Creates a static index buffer that has its data set at creation, /// but the index buffer's data cannot be updated after creation. public abstract int CreateIb( ushort[] indices, int indicesCount ); /// Creates a static index buffer that has its data set at creation, /// but the index buffer's data cannot be updated after creation. public abstract int CreateIb( IntPtr indices, int indicesCount ); /// Sets the currently active vertex buffer to the given id. public abstract void BindVb( int vb ); /// Sets the currently active index buffer to the given id. public abstract void BindIb( int ib ); /// Frees all native resources held for the dynamic vertex buffer associated with the given id. public abstract void DeleteDynamicVb( ref int vb ); /// Frees all native resources held for the vertex buffer associated with the given id. public abstract void DeleteVb( ref int vb ); /// Frees all native resources held for the index buffer associated with the given id. public abstract void DeleteIb( ref int ib ); /// Informs the graphics API that the format of the vertex data used in subsequent /// draw calls will be in the given format. public abstract void SetBatchFormat( VertexFormat format ); /// Binds and draws the specified subset of the vertices in the current dynamic vertex buffer
/// This method also replaces the dynamic vertex buffer's data first with the given vertices before drawing.
public abstract void UpdateDynamicVb( DrawMode mode, int vb, T[] vertices, int vCount ) where T : struct; /// Binds and draws the specified subset of the vertices in the current dynamic vertex buffer
/// This method also replaces the dynamic vertex buffer's data first with the given vertices before drawing.
public abstract void UpdateDynamicIndexedVb( DrawMode mode, int vb, T[] vertices, int vCount ) where T : struct; /// Binds and updates the data of the current dynamic vertex buffer's data.
/// This method also replaces the dynamic vertex buffer's data first with the given vertices before drawing.
public abstract void SetDynamicVbData( int vb, T[] vertices, int vCount ) where T : struct; /// Draws the specified subset of the vertices in the current vertex buffer. public abstract void DrawVb( DrawMode mode, int startVertex, int vCount ); /// Draws the specified subset of the vertices in the current vertex buffer. public abstract void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex ); /// Optimised version of DrawIndexedVb for VertexFormat.Pos3fTex2fCol4b internal abstract void DrawIndexedVb_TrisT2fC4b( int indicesCount, int offsetVertex, int startIndex ); internal abstract void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ); protected static int[] strideSizes = { 16, 24 }; /// Sets the matrix type that load/push/pop operations should be applied to. public abstract void SetMatrixMode( MatrixType mode ); /// Sets the current matrix to the given matrix. public abstract void LoadMatrix( ref Matrix4 matrix ); /// Sets the current matrix to the identity matrix. public abstract void LoadIdentityMatrix(); /// Multplies the current matrix by the given matrix, then /// sets the current matrix to the result of the multiplication. public abstract void MultiplyMatrix( ref Matrix4 matrix ); /// Gets the top matrix the current matrix stack and pushes it to the stack. public abstract void PushMatrix(); /// Removes the top matrix from the current matrix stack, then /// sets the current matrix to the new top matrix of the stack. public abstract void PopMatrix(); /// Outputs a .png screenshot of the backbuffer to the specified file. public abstract void TakeScreenshot( string output, int width, int height ); /// Adds a warning to chat if this graphics API has problems with the current user's GPU. public virtual bool WarnIfNecessary( Chat chat ) { return false; } /// Informs the graphic api to update its state in preparation for a new frame. public abstract void BeginFrame( Game game ); /// Informs the graphic api to update its state in preparation for the end of a frame, /// and to prepare that frame for display on the monitor. public abstract void EndFrame( Game game ); /// Sets whether the graphics api should tie frame rendering to the refresh rate of the monitor. public abstract void SetVSync( Game game, bool value ); /// Raised when the dimensions of the game's window have changed. public abstract void OnWindowResize( Game game ); internal abstract void MakeApiInfo(); public string[] ApiInfo; protected virtual void LoadOrthoMatrix( float width, float height ) { Matrix4 matrix = Matrix4.CreateOrthographicOffCenter( 0, width, height, 0, -10000, 10000 ); LoadMatrix( ref matrix ); } } }