#if !USE_DX using System; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using BmpPixelFormat = System.Drawing.Imaging.PixelFormat; using GlPixelFormat = OpenTK.Graphics.OpenGL.PixelFormat; namespace ClassicalSharp.GraphicsAPI { public class OpenGLApi : IGraphicsApi { int textureDimensions; BeginMode[] modeMappings = { BeginMode.Triangles, BeginMode.Lines, BeginMode.TriangleStrip }; public unsafe OpenGLApi() { int texDims; GL.GetIntegerv( GetPName.MaxTextureSize, &texDims ); textureDimensions = texDims; string extensions = new String( (sbyte*)GL.GetString( StringName.Extensions ) ); if( !extensions.Contains( "GL_ARB_vertex_buffer_object" ) ) { Utils.LogError( "ClassicalSharp post 0.6 version requires OpenGL VBOs." ); Utils.LogWarning( "You may need to install and/or update your video card drivers." ); Utils.LogWarning( "Alternatively, you can download the 'DLCompatibility build." ); throw new InvalidOperationException( "Cannot use OpenGL vbos." ); } base.InitDynamicBuffers(); setupBatchFuncCol4b = SetupVbPos3fCol4b; setupBatchFuncTex2f = SetupVbPos3fTex2f; setupBatchFuncTex2fCol4b = SetupVbPos3fTex2fCol4b; GL.EnableClientState( ArrayCap.VertexArray ); } public override int MaxTextureDimensions { get { return textureDimensions; } } public override bool AlphaTest { set { ToggleCap( EnableCap.AlphaTest, value ); } } public override bool AlphaBlending { set { ToggleCap( EnableCap.Blend, value ); } } AlphaFunction[] alphaFuncs = { AlphaFunction.Always, AlphaFunction.Notequal, AlphaFunction.Never, AlphaFunction.Less, AlphaFunction.Lequal, AlphaFunction.Equal, AlphaFunction.Gequal, AlphaFunction.Greater, }; public override void AlphaTestFunc( CompareFunc func, float value ) { GL.AlphaFunc( alphaFuncs[(int)func], value ); } BlendingFactor[] blendFuncs = { BlendingFactor.Zero, BlendingFactor.One, BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha, BlendingFactor.DstAlpha, BlendingFactor.OneMinusDstAlpha, }; public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc destFunc ) { GL.BlendFunc( blendFuncs[(int)srcFunc], blendFuncs[(int)destFunc] ); } public override bool Fog { set { ToggleCap( EnableCap.Fog, value ); } } FastColour lastFogCol = FastColour.Black; public unsafe 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.Fogfv( FogParameter.FogColor, &colRGBA.X ); lastFogCol = col; } } float lastFogStart = -1, lastFogEnd = -1, lastFogDensity = -1; public override void SetFogDensity( float value ) { FogParam( FogParameter.FogDensity, value, ref lastFogDensity ); } public override void SetFogStart( float value ) { FogParam( FogParameter.FogStart, value, ref lastFogStart ); } public override void SetFogEnd( float value ) { FogParam( FogParameter.FogEnd, value, ref lastFogEnd ); } static void FogParam( FogParameter param, float value, ref float last ) { if( value != last ) { GL.Fogf( param, value ); last = value; } } Fog lastFogMode = (Fog)999; FogMode[] fogModes = { FogMode.Linear, FogMode.Exp, FogMode.Exp2 }; public override void SetFogMode( Fog mode ) { if( mode != lastFogMode ) { GL.Fogi( FogParameter.FogMode, (int)fogModes[(int)mode] ); lastFogMode = mode; } } public override bool FaceCulling { set { ToggleCap( EnableCap.CullFace, value ); } } public unsafe override int LoadTexture( int width, int height, IntPtr scan0 ) { if( !Utils.IsPowerOf2( width ) || !Utils.IsPowerOf2( height ) ) Utils.LogWarning( "Creating a non power of two texture." ); int texId = 0; GL.GenTextures( 1, &texId ); GL.BindTexture( TextureTarget.Texture2D, texId ); GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest ); GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest ); GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, GlPixelFormat.Bgra, PixelType.UnsignedByte, scan0 ); return texId; } public override void Bind2DTexture( int texture ) { GL.BindTexture( TextureTarget.Texture2D, texture ); } public unsafe override void DeleteTexture( ref int texId ) { if( texId <= 0 ) return; int id = texId; GL.DeleteTextures( 1, &id ); texId = -1; } public override bool Texturing { set { ToggleCap( EnableCap.Texture2D, value ); } } 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 ); } } DepthFunction[] depthFuncs = { DepthFunction.Always, DepthFunction.Notequal, DepthFunction.Never, DepthFunction.Less, DepthFunction.Lequal, DepthFunction.Equal, DepthFunction.Gequal, DepthFunction.Greater, }; public override void DepthTestFunc( CompareFunc func ) { GL.DepthFunc( depthFuncs[(int)func] ); } public override bool DepthTest { set { ToggleCap( EnableCap.DepthTest, value ); } } public override bool DepthWrite { set { GL.DepthMask( value ); } } #region Vertex buffers Action setupBatchFunc; Action setupBatchFuncTex2f, setupBatchFuncCol4b, setupBatchFuncTex2fCol4b; public unsafe override int CreateDynamicVb( VertexFormat format, int maxVertices ) { int id = GenAndBind( BufferTarget.ArrayBuffer ); int sizeInBytes = maxVertices * strideSizes[(int)format]; GL.BufferDataARB( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), IntPtr.Zero, BufferUsageHint.DynamicDraw ); return id; } public unsafe override int CreateVb( T[] vertices, VertexFormat format, int count ) { int id = GenAndBind( BufferTarget.ArrayBuffer ); int sizeInBytes = count * strideSizes[(int)format]; GL.BufferDataARB( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsageHint.StaticDraw ); return id; } public unsafe override int CreateIb( ushort[] indices, int indicesCount ) { int id = GenAndBind( BufferTarget.ElementArrayBuffer ); int sizeInBytes = indicesCount * sizeof( ushort ); GL.BufferDataARB( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsageHint.StaticDraw ); return id; } public unsafe override int CreateIb( IntPtr indices, int indicesCount ) { int id = GenAndBind( BufferTarget.ElementArrayBuffer ); int sizeInBytes = indicesCount * sizeof( ushort ); GL.BufferDataARB( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsageHint.StaticDraw ); return id; } unsafe static int GenAndBind( BufferTarget target ) { int id = 0; GL.GenBuffersARB( 1, &id ); GL.BindBufferARB( target, id ); return id; } public override void DrawDynamicVb( DrawMode mode, int id, T[] vertices, VertexFormat format, int count ) { int sizeInBytes = count * strideSizes[(int)format]; GL.BindBufferARB( BufferTarget.ArrayBuffer, id ); GL.BufferSubDataARB( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( sizeInBytes ), vertices ); BeginVbBatch( format ); setupBatchFunc(); GL.DrawArrays( modeMappings[(int)mode], 0, count ); } public unsafe override void DeleteDynamicVb( int id ) { if( id <= 0 ) return; GL.DeleteBuffersARB( 1, &id ); } public unsafe override void DeleteVb( int id ) { if( id <= 0 ) return; GL.DeleteBuffersARB( 1, &id ); } public unsafe override void DeleteIb( int id ) { if( id <= 0 ) return; GL.DeleteBuffersARB( 1, &id ); } public override void DrawVb( DrawMode mode, VertexFormat format, int id, int startVertex, int verticesCount ) { BeginVbBatch( format ); GL.BindBufferARB( BufferTarget.ArrayBuffer, id ); setupBatchFunc(); GL.DrawArrays( modeMappings[(int)mode], startVertex, verticesCount ); } VertexFormat batchFormat = (VertexFormat)999; public override void BeginVbBatch( VertexFormat format ) { if( format == batchFormat ) return; if( batchFormat == VertexFormat.Pos3fTex2fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); GL.DisableClientState( ArrayCap.TextureCoordArray ); } else if( batchFormat == VertexFormat.Pos3fTex2f ) { GL.DisableClientState( ArrayCap.TextureCoordArray ); } else if( batchFormat == VertexFormat.Pos3fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); } batchFormat = format; if( format == VertexFormat.Pos3fTex2fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); GL.EnableClientState( ArrayCap.TextureCoordArray ); setupBatchFunc = setupBatchFuncTex2fCol4b; } else if( format == VertexFormat.Pos3fTex2f ) { GL.EnableClientState( ArrayCap.TextureCoordArray ); setupBatchFunc = setupBatchFuncTex2f; } else if( format == VertexFormat.Pos3fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); setupBatchFunc = setupBatchFuncCol4b; } } public override void BeginIndexedVbBatch() { BeginVbBatch( VertexFormat.Pos3fTex2fCol4b ); } public override void DrawVbBatch( DrawMode mode, int id, int startVertex, int verticesCount ) { GL.BindBufferARB( BufferTarget.ArrayBuffer, id ); setupBatchFunc(); GL.DrawArrays( modeMappings[(int)mode], startVertex, verticesCount ); } public override void BindVb( int vb ) { GL.BindBufferARB( BufferTarget.ArrayBuffer, vb ); } public override void BindIb( int ib ) { GL.BindBufferARB( BufferTarget.ElementArrayBuffer, ib ); } const DrawElementsType indexType = DrawElementsType.UnsignedShort; public override void DrawIndexedVb( DrawMode mode, int indicesCount, int startVertex, int startIndex ) { int offset = startVertex * VertexPos3fTex2fCol4b.Size; GL.VertexPointer( 3, PointerType.Float, 24, new IntPtr( offset ) ); GL.ColorPointer( 4, PointerType.UnsignedByte, 24, new IntPtr( offset + 12 ) ); GL.TexCoordPointer( 2, PointerType.Float, 24, new IntPtr( offset + 16 ) ); GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, new IntPtr( startIndex * 2 ) ); } IntPtr zero = new IntPtr( 0 ), twelve = new IntPtr( 12 ), sixteen = new IntPtr( 16 ); void SetupVbPos3fTex2f() { GL.VertexPointer( 3, PointerType.Float, VertexPos3fTex2f.Size, zero ); GL.TexCoordPointer( 2, PointerType.Float, VertexPos3fTex2f.Size, twelve ); } void SetupVbPos3fCol4b() { GL.VertexPointer( 3, PointerType.Float, VertexPos3fCol4b.Size, zero ); GL.ColorPointer( 4, PointerType.UnsignedByte, VertexPos3fCol4b.Size, twelve ); } void SetupVbPos3fTex2fCol4b() { GL.VertexPointer( 3, PointerType.Float, VertexPos3fTex2fCol4b.Size, zero ); GL.ColorPointer( 4, PointerType.UnsignedByte, VertexPos3fTex2fCol4b.Size, twelve ); GL.TexCoordPointer( 2, PointerType.Float, VertexPos3fTex2fCol4b.Size, sixteen ); } #endregion #region Matrix manipulation MatrixMode lastMode = 0; MatrixMode[] matrixModes = { MatrixMode.Projection, MatrixMode.Modelview, MatrixMode.Texture }; public override void SetMatrixMode( MatrixType mode ) { MatrixMode glMode = matrixModes[(int)mode]; if( glMode != lastMode ) { GL.MatrixMode( glMode ); lastMode = glMode; } } public unsafe override void LoadMatrix( ref Matrix4 matrix ) { fixed( Single* ptr = &matrix.Row0.X ) GL.LoadMatrixf( ptr ); } public override void LoadIdentityMatrix() { GL.LoadIdentity(); } public override void PushMatrix() { GL.PushMatrix(); } public override void PopMatrix() { GL.PopMatrix(); } public unsafe override void MultiplyMatrix( ref Matrix4 matrix ) { fixed( Single* ptr = &matrix.Row0.X ) GL.MultMatrixf( ptr ); } #endregion public override void BeginFrame( Game game ) { } public override void EndFrame( Game game ) { game.SwapBuffers(); } public override void SetVSync( Game game, bool value ) { game.VSync = value; } public unsafe override void PrintApiSpecificInfo() { Utils.Log( "OpenGL vendor: " + new String( (sbyte*)GL.GetString( StringName.Vendor ) ) ); Utils.Log( "OpenGL renderer: " + new String( (sbyte*)GL.GetString( StringName.Renderer ) ) ); Utils.Log( "OpenGL version: " + new String( (sbyte*)GL.GetString( StringName.Version ) ) ); int depthBits = 0; GL.GetIntegerv( GetPName.DepthBits, &depthBits ); Utils.Log( "Depth buffer bits: " + depthBits ); if( depthBits < 24 ) { Utils.LogWarning( "Depth buffer is less than 24 bits, you may see some issues " + "with disappearing and/or 'white' graphics." ); Utils.LogWarning( "If this bothers you, type \"/client rendertype legacy\" (without quotes) " + "after you have loaded the first map." ); } } // Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk public override void TakeScreenshot( string output, Size size ) { using( Bitmap bmp = new Bitmap( size.Width, size.Height, BmpPixelFormat.Format32bppRgb ) ) { // ignore alpha component using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) { GL.ReadPixels( 0, 0, size.Width, size.Height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 ); } bmp.RotateFlip( RotateFlipType.RotateNoneFlipY ); bmp.Save( output, ImageFormat.Png ); } } public override void OnWindowResize( Game game ) { GL.Viewport( 0, 0, game.Width, game.Height ); } static void ToggleCap( EnableCap cap, bool value ) { if( value ) GL.Enable( cap ); else GL.Disable( cap ); } public void UpdateTexturePart( int texId, int x, int y, FastBitmap part ) { GL.Enable( EnableCap.Texture2D ); GL.BindTexture( TextureTarget.Texture2D, texId ); GL.TexSubImage2D( TextureTarget.Texture2D, 0, x, y, part.Width, part.Height, GlPixelFormat.Bgra, PixelType.UnsignedByte, part.Scan0 ); GL.Disable( EnableCap.Texture2D ); } } } #endif