// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT #if ANDROID using System; using System.IO; using OpenTK; using OpenTK.Graphics.ES11; using OpenTK.Platform.Android; using Android.Graphics; namespace ClassicalSharp.GraphicsAPI { /// Implements IGraphicsAPI using OpenGL ES 1.1 public unsafe class OpenGLESApi : IGraphicsApi { All[] modeMappings; public OpenGLESApi() { InitFields(); int texDims; GL.GetInteger( All.MaxTextureSize, &texDims ); textureDims = texDims; base.InitDynamicBuffers(); setupBatchFuncCol4b = SetupVbPos3fCol4b; setupBatchFuncTex2fCol4b = SetupVbPos3fTex2fCol4b; GL.EnableClientState( All.VertexArray ); GL.EnableClientState( All.ColorArray ); } public override bool AlphaTest { set { Toggle( All.AlphaTest, value ); } } public override bool AlphaBlending { set { Toggle( All.Blend, value ); } } All[] compareFuncs; public override void AlphaTestFunc( CompareFunc func, float value ) { GL.AlphaFunc( compareFuncs[(int)func], value ); } All[] blendFuncs; public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc dstFunc ) { GL.BlendFunc( blendFuncs[(int)srcFunc], blendFuncs[(int)dstFunc] ); } public override bool Fog { set { Toggle( All.Fog, value ); } } FastColour lastFogCol = FastColour.Black; public override void SetFogColour( FastColour col ) { if( col != lastFogCol ) { Vector4 colRGBA = new Vector4( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f ); GL.Fog( All.FogColor, &colRGBA.X ); lastFogCol = col; } } float lastFogStart = -1, lastFogEnd = -1, lastFogDensity = -1; public override void SetFogDensity( float value ) { FogParam( All.FogDensity, value, ref lastFogDensity ); } public override void SetFogStart( float value ) { FogParam( All.FogStart, value, ref lastFogStart ); } public override void SetFogEnd( float value ) { FogParam( All.FogEnd, value, ref lastFogEnd ); } static void FogParam( All param, float value, ref float last ) { if( value != last ) { GL.Fog( param, value ); last = value; } } Fog lastFogMode = (Fog)999; All[] fogModes; public override void SetFogMode( Fog mode ) { if( mode != lastFogMode ) { GL.Fog( All.FogMode, (int)fogModes[(int)mode] ); lastFogMode = mode; } } public override bool FaceCulling { set { if( value ) GL.Enable( All.CullFace ); else GL.Disable( All.CullFace ); } } public override void Clear() { GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit ); } FastColour lastClearCol; public override void ClearColour( FastColour col ) { if( col != lastClearCol ) { GL.ClearColor( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f ); lastClearCol = col; } } public override bool ColourWrite { set { GL.ColorMask( value, value, value, value ); } } public override void DepthTestFunc( CompareFunc func ) { GL.DepthFunc( compareFuncs[(int)func] ); } public override bool DepthTest { set { Toggle( All.DepthTest, value ); } } public override bool DepthWrite { set { GL.DepthMask( value ); } } public override bool AlphaArgBlend { set { } } #region Texturing int textureDims; public override int MaxTextureDimensions { get { return textureDims; } } public override bool Texturing { set { Toggle( All.Texture2D, value ); } } public override int CreateTexture( int width, int height, IntPtr scan0 ) { if( !Utils.IsPowerOf2( width ) || !Utils.IsPowerOf2( height ) ) Utils.LogDebug( "Creating a non power of two texture." ); int texId = 0; GL.GenTextures( 1, &texId ); GL.BindTexture( All.Texture2D, texId ); GL.TexParameter( All.Texture2D, All.TextureMinFilter, (int)All.Nearest ); GL.TexParameter( All.Texture2D, All.TextureMagFilter, (int)All.Nearest ); GL.TexImage2D( All.Texture2D, 0, (int)All.Rgba, width, height, 0, All.BgraExt, All.UnsignedByte, scan0 ); return texId; } public override void BindTexture( int texture ) { GL.BindTexture( All.Texture2D, texture ); } public override void UpdateTexturePart( int texId, int texX, int texY, FastBitmap part ) { GL.BindTexture( All.Texture2D, texId ); GL.TexSubImage2D( All.Texture2D, 0, texX, texY, part.Width, part.Height, All.BgraExt, All.UnsignedByte, part.Scan0 ); } public override void DeleteTexture( ref int texId ) { if( texId <= 0 ) return; int id = texId; GL.DeleteTextures( 1, &id ); texId = -1; } #endregion #region Vertex/index buffers Action setupBatchFunc, setupBatchFuncCol4b, setupBatchFuncTex2fCol4b; public override int CreateDynamicVb( VertexFormat format, int maxVertices ) { int id = GenAndBind( All.ArrayBuffer ); int sizeInBytes = maxVertices * strideSizes[(int)format]; GL.BufferData( All.ArrayBuffer, new IntPtr( sizeInBytes ), IntPtr.Zero, All.DynamicDraw ); return id; } public override int CreateVb( T[] vertices, VertexFormat format, int count ) { int id = GenAndBind( All.ArrayBuffer ); int sizeInBytes = count * strideSizes[(int)format]; GL.BufferData( All.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, All.StaticDraw ); return id; } public override int CreateVb( IntPtr vertices, VertexFormat format, int count ) { int id = GenAndBind( All.ArrayBuffer ); int sizeInBytes = count * strideSizes[(int)format]; GL.BufferData( All.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, All.StaticDraw ); return id; } public override int CreateIb( ushort[] indices, int indicesCount ) { int id = GenAndBind( All.ElementArrayBuffer ); int sizeInBytes = indicesCount * sizeof( ushort ); GL.BufferData( All.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, All.StaticDraw ); return id; } public override int CreateIb( IntPtr indices, int indicesCount ) { int id = GenAndBind( All.ElementArrayBuffer ); int sizeInBytes = indicesCount * sizeof( ushort ); GL.BufferData( All.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, All.StaticDraw ); return id; } static int GenAndBind( All target ) { int id = 0; GL.GenBuffers( 1, &id ); GL.BindBuffer( target, id ); return id; } int batchStride; public override void UpdateDynamicVb( DrawMode mode, int id, T[] vertices, int count ) { GL.BindBuffer( All.ArrayBuffer, id ); GL.BufferSubData( All.ArrayBuffer, IntPtr.Zero, new IntPtr( count * batchStride ), vertices ); setupBatchFunc(); GL.DrawArrays( modeMappings[(int)mode], 0, count ); } public override void UpdateDynamicIndexedVb( DrawMode mode, int id, T[] vertices, int vCount, int indicesCount ) { GL.BindBuffer( All.ArrayBuffer, id ); GL.BufferSubData( All.ArrayBuffer, IntPtr.Zero, new IntPtr( vCount * batchStride ), vertices ); setupBatchFunc(); GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, zero ); } public override void SetDynamicVbData( int id, T[] vertices, int count ) { GL.BindBuffer( All.ArrayBuffer, id ); GL.BufferSubData( All.ArrayBuffer, IntPtr.Zero, new IntPtr( count * batchStride ), vertices ); } public override void DeleteDynamicVb( int id ) { if( id <= 0 ) return; GL.DeleteBuffers( 1, &id ); } public override void DeleteVb( int vb ) { if( vb <= 0 ) return; GL.DeleteBuffers( 1, &vb ); } public override void DeleteIb( int ib ) { if( ib <= 0 ) return; GL.DeleteBuffers( 1, &ib ); } VertexFormat batchFormat = (VertexFormat)999; public override void SetBatchFormat( VertexFormat format ) { if( format == batchFormat ) return; if( batchFormat == VertexFormat.P3fT2fC4b ) { GL.DisableClientState( All.TextureCoordArray ); } batchFormat = format; if( format == VertexFormat.P3fT2fC4b ) { GL.EnableClientState( All.TextureCoordArray ); setupBatchFunc = setupBatchFuncTex2fCol4b; batchStride = VertexP3fT2fC4b.Size; } else { setupBatchFunc = setupBatchFuncCol4b; batchStride = VertexP3fC4b.Size; } } public override void BindVb( int vb ) { GL.BindBuffer( All.ArrayBuffer, vb ); } public override void BindIb( int ib ) { GL.BindBuffer( All.ElementArrayBuffer, ib ); } const All indexType = All.UnsignedShort; public override void DrawVb( DrawMode mode, int startVertex, int verticesCount ) { setupBatchFunc(); GL.DrawArrays( modeMappings[(int)mode], startVertex, verticesCount ); } public override void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex ) { setupBatchFunc(); GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, new IntPtr( startIndex * 2 ) ); } internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ) { GL.VertexPointer( 3, All.Float, 24, zero ); GL.ColorPointer( 4, All.UnsignedByte, 24, twelve ); GL.TexCoordPointer( 2, All.Float, 24, sixteen ); GL.DrawElements( All.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) ); } internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startVertex, int startIndex ) { int offset = startVertex * VertexP3fT2fC4b.Size; GL.VertexPointer( 3, All.Float, 24, new IntPtr( offset ) ); GL.ColorPointer( 4, All.UnsignedByte, 24, new IntPtr( offset + 12 ) ); GL.TexCoordPointer( 2, All.Float, 24, new IntPtr( offset + 16 ) ); GL.DrawElements( All.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) ); } IntPtr zero = new IntPtr( 0 ), twelve = new IntPtr( 12 ), sixteen = new IntPtr( 16 ); void SetupVbPos3fCol4b() { GL.VertexPointer( 3, All.Float, VertexP3fC4b.Size, zero ); GL.ColorPointer( 4, All.UnsignedByte, VertexP3fC4b.Size, twelve ); } void SetupVbPos3fTex2fCol4b() { GL.VertexPointer( 3, All.Float, VertexP3fT2fC4b.Size, zero ); GL.ColorPointer( 4, All.UnsignedByte, VertexP3fT2fC4b.Size, twelve ); GL.TexCoordPointer( 2, All.Float, VertexP3fT2fC4b.Size, sixteen ); } #endregion #region Matrix manipulation All lastMode = 0; All[] matrixModes; public override void SetMatrixMode( MatrixType mode ) { All glMode = matrixModes[(int)mode]; if( glMode != lastMode ) { GL.MatrixMode( glMode ); lastMode = glMode; } } public override void LoadMatrix( ref Matrix4 matrix ) { fixed( Single* ptr = &matrix.Row0.X ) GL.LoadMatrix( ptr ); } public override void LoadIdentityMatrix() { GL.LoadIdentity(); } public override void PushMatrix() { GL.PushMatrix(); } public override void PopMatrix() { GL.PopMatrix(); } public override void MultiplyMatrix( ref Matrix4 matrix ) { fixed( Single* ptr = &matrix.Row0.X ) GL.MultMatrix( ptr ); } #endregion public override void BeginFrame( Game game ) { } public override void EndFrame( Game game ) { game.window.SwapBuffers(); } public override void SetVSync( Game game, bool value ) { //game.VSync = value; TODO: vsync } internal override void MakeApiInfo() { string vendor = GL.GetString( All.Vendor ); string renderer = GL.GetString( All.Renderer ); string version = GL.GetString( All.Version ); int depthBits = 0; GL.GetInteger( All.DepthBits, &depthBits ); ApiInfo = new string[] { "--Using OpenGL api--", "Vendor: " + vendor, "Renderer: " + renderer, "GL version: " + version, "Max 2D texture dimensions: " + MaxTextureDimensions, "Depth buffer bits: " + depthBits, }; } public override bool WarnIfNecessary( Chat chat ) { return false; } // Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk public override void TakeScreenshot( string output, int width, int height ) { using( Bitmap bmp = Bitmap.CreateBitmap( width, height, Bitmap.Config.Argb8888 ) ) { // ignore alpha component using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) { GL.ReadPixels( 0, 0, width, height, All.BgraExt, All.UnsignedByte, fastBmp.Scan0 ); // flip vertically around y for( int y = 0; y < height / 2; y++ ) { int* src = fastBmp.GetRowPtr( y ); int* dst = fastBmp.GetRowPtr( height - y - 1 ); for( int x = 0; x < fastBmp.Width; x++ ) { int temp = dst[x]; dst[x] = src[x]; src[x] = temp; } } } using( FileStream fs = File.Create( output ) ) Platform.WriteBmp( bmp, fs ); } } public override void OnWindowResize( Game game ) { GL.Viewport( 0, 0, game.Width, game.Height ); } static void Toggle( All cap, bool value ) { if( value ) GL.Enable( cap ); else GL.Disable( cap ); } void InitFields() { modeMappings = new All[2]; modeMappings[0] = All.Triangles; modeMappings[1] = All.Lines; blendFuncs = new All[6]; blendFuncs[0] = All.Zero; blendFuncs[1] = All.One; blendFuncs[2] = All.SrcAlpha; blendFuncs[3] = All.OneMinusSrcAlpha; blendFuncs[4] = All.DstAlpha; blendFuncs[5] = All.OneMinusDstAlpha; compareFuncs = new All[8]; compareFuncs[0] = All.Always; compareFuncs[1] = All.Notequal; compareFuncs[2] = All.Never; compareFuncs[3] = All.Less; compareFuncs[4] = All.Lequal; compareFuncs[5] = All.Equal; compareFuncs[6] = All.Gequal; compareFuncs[7] = All.Greater; fogModes = new All[3]; fogModes[0] = All.Linear; fogModes[1] = All.Exp; fogModes[2] = All.Exp2; matrixModes = new All[3]; matrixModes[0] = All.Projection; matrixModes[1] = All.Modelview; matrixModes[2] = All.Texture; } } } #endif