280 lines
8.2 KiB
C#

using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Runtime.InteropServices;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace ClassicalSharp.GraphicsAPI {
public abstract class IGraphicsApi {
/// <summary> Maximum supported length of a dimension
/// (i.e. max width and max height) in a 2D texture. </summary>
public abstract int MaxTextureDimensions { get; }
public abstract bool Texturing { set; }
public virtual int LoadTexture( string path ) {
if( !File.Exists( path ) ) {
throw new FileNotFoundException( path + " not found" );
}
using( Bitmap bmp = new Bitmap( path ) ) {
return LoadTexture( bmp );
}
}
public virtual int LoadTexture( Bitmap bmp ) {
Rectangle rec = new Rectangle( 0, 0, bmp.Width, bmp.Height );
BitmapData data = bmp.LockBits( rec, ImageLockMode.ReadOnly, bmp.PixelFormat );
int texId = LoadTexture( data.Width, data.Height, data.Scan0 );
bmp.UnlockBits( data );
return texId;
}
public virtual int LoadTexture( FastBitmap bmp ) {
if( !bmp.IsLocked )
bmp.LockBits();
int texId = LoadTexture( bmp.Width, bmp.Height, bmp.Scan0 );
bmp.UnlockBits();
return texId;
}
public abstract int LoadTexture( int width, int height, IntPtr scan0 );
public abstract void Bind2DTexture( int texId );
public abstract void DeleteTexture( ref int texId );
public virtual void DeleteTexture( ref Texture texture ) {
DeleteTexture( ref texture.ID );
}
public abstract bool IsValidTexture( int texId );
/// <summary> Whether fog is currently enabled. </summary>
public abstract bool Fog { set; }
public abstract void SetFogColour( FastColour col );
public abstract void SetFogDensity( float value );
public abstract void SetFogStart( float value );
public abstract void SetFogEnd( float value );
public abstract void SetFogMode( Fog fogMode );
public abstract bool FaceCulling { set; }
/// <summary> Sets the alpha test function that is used when alpha testing is enabled. </summary>
public abstract void AlphaTestFunc( CompareFunc func, float value );
/// <summary> Whether alpha testing is currently enabled. </summary>
public abstract bool AlphaTest { set; }
/// <summary> Whether alpha blending is currently enabled. </summary>
public abstract bool AlphaBlending { set; }
/// <summary> Sets the alpha blend function that isused when alpha blending is enabled. </summary>
public abstract void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc destFunc );
/// <summary> Clears the underlying back and/or front buffer. </summary>
public abstract void Clear();
/// <summary> Sets the colour the screen is cleared to when Clear() is called. </summary>
public abstract void ClearColour( FastColour col );
public abstract bool ColourWrite { set; }
public abstract void DepthTestFunc( CompareFunc func );
/// <summary> Whether depth testing is currently enabled. </summary>
public abstract bool DepthTest { set; }
/// <summary> Whether writing to the depth buffer is enabled. </summary>
public abstract bool DepthWrite { set; }
public abstract int CreateDynamicVb( VertexFormat format, int maxVertices );
public abstract void DrawDynamicVb<T>( DrawMode mode, int vb, T[] vertices, VertexFormat format, int count ) where T : struct;
public virtual int InitVb<T>( T[] vertices, VertexFormat format ) where T : struct {
return InitVb( vertices, format, vertices.Length );
}
public abstract int InitVb<T>( T[] vertices, VertexFormat format, int count ) where T : struct;
public abstract int InitIb( ushort[] indices, int indicesCount );
public abstract bool IsValidVb( int vb );
public abstract bool IsValidIb( int ib );
public abstract void DeleteDynamicVb( int id );
public abstract void DeleteVb( int id );
public abstract void DeleteIb( int ib );
public abstract void DrawVb( DrawMode mode, VertexFormat format, int id, int startVertex, int verticesCount );
public abstract void BeginVbBatch( VertexFormat format );
public abstract void DrawVbBatch( DrawMode mode, int id, int startVertex, int verticesCount );
public abstract void BeginIndexedVbBatch();
public abstract void DrawIndexedVbBatch( DrawMode mode, int vb, int ib, int indicesCount,
int startVertex, int startIndex );
public abstract void EndIndexedVbBatch();
protected static int[] strideSizes = { 20, 16, 24 };
public abstract void SetMatrixMode( MatrixType mode );
public abstract void LoadMatrix( ref Matrix4 matrix );
public virtual void LoadIdentityMatrix() {
Matrix4 identity = Matrix4.Identity;
LoadMatrix( ref identity );
}
public abstract void MultiplyMatrix( ref Matrix4 matrix );
public abstract void PushMatrix();
public abstract void PopMatrix();
public abstract void TakeScreenshot( string output, Size size );
public virtual void PrintApiSpecificInfo() {
}
public abstract void BeginFrame( Game game );
public abstract void EndFrame( Game game );
public abstract void SetVSync( Game game, bool value );
public abstract void OnWindowResize( Game game );
protected void InitDynamicBuffers() {
quadVb = CreateDynamicVb( VertexFormat.Pos3fCol4b, 4 );
texVb = CreateDynamicVb( VertexFormat.Pos3fTex2f, 4 );
}
public virtual void Dispose() {
DeleteDynamicVb( quadVb );
DeleteDynamicVb( texVb );
}
VertexPos3fCol4b[] quadVertices = new VertexPos3fCol4b[4];
int quadVb;
public virtual void Draw2DQuad( float x, float y, float width, float height, FastColour col ) {
quadVertices[0] = new VertexPos3fCol4b( x + width, y, 0, col );
quadVertices[1] = new VertexPos3fCol4b( x + width, y + height, 0, col );
quadVertices[2] = new VertexPos3fCol4b( x, y, 0, col );
quadVertices[3] = new VertexPos3fCol4b( x, y + height, 0, col );
DrawDynamicVb( DrawMode.TriangleStrip, quadVb, quadVertices, VertexFormat.Pos3fCol4b, 4 );
}
internal VertexPos3fTex2f[] texVerts = new VertexPos3fTex2f[4];
internal int texVb;
public virtual void Draw2DTexture( ref Texture tex ) {
float x1 = tex.X1, y1 = tex.Y1, x2 = tex.X2, y2 = tex.Y2;
#if USE_DX
// NOTE: see "https://msdn.microsoft.com/en-us/library/windows/desktop/bb219690(v=vs.85).aspx",
// i.e. the msdn article called "Directly Mapping Texels to Pixels (Direct3D 9)" for why we have to do this.
x1 -= 0.5f;
x2 -= 0.5f;
y1 -= 0.5f;
y2 -= 0.5f;
#endif
// Have to order them this way because it's a triangle strip.
texVerts[0] = new VertexPos3fTex2f( x2, y1, 0, tex.U2, tex.V1 );
texVerts[1] = new VertexPos3fTex2f( x2, y2, 0, tex.U2, tex.V2 );
texVerts[2] = new VertexPos3fTex2f( x1, y1, 0, tex.U1, tex.V1 );
texVerts[3] = new VertexPos3fTex2f( x1, y2, 0, tex.U1, tex.V2 );
DrawDynamicVb( DrawMode.TriangleStrip, texVb, texVerts, VertexFormat.Pos3fTex2f, 4 );
}
public void Mode2D( float width, float height ) {
SetMatrixMode( MatrixType.Projection );
PushMatrix();
LoadIdentityMatrix();
DepthTest = false;
LoadOrthoMatrix( width, height );
SetMatrixMode( MatrixType.Modelview );
PushMatrix();
LoadIdentityMatrix();
AlphaBlending = true;
}
protected virtual void LoadOrthoMatrix( float width, float height ) {
Matrix4 matrix = Matrix4.CreateOrthographicOffCenter( 0, width, height, 0, 0, 1 );
LoadMatrix( ref matrix );
}
public void Mode3D() {
// Get rid of orthographic 2D matrix.
SetMatrixMode( MatrixType.Projection );
PopMatrix();
SetMatrixMode( MatrixType.Modelview );
PopMatrix();
DepthTest = true;
AlphaBlending = false;
}
}
public enum VertexFormat {
Pos3fTex2f = 0,
Pos3fCol4b = 1,
Pos3fTex2fCol4b = 2,
}
public enum DrawMode {
Triangles = 0,
Lines = 1,
TriangleStrip = 2,
}
public enum CompareFunc {
Always = 0,
NotEqual = 1,
Never = 2,
Less = 3,
LessEqual = 4,
Equal = 5,
GreaterEqual = 6,
Greater = 7,
}
public enum BlendFunc {
Zero = 0,
One = 1,
SourceAlpha = 2,
InvSourceAlpha = 3,
DestAlpha = 4,
InvDestAlpha = 5,
}
public enum Fog {
Linear = 0,
Exp = 1,
Exp2 = 2,
}
public enum MatrixType {
Projection = 0,
Modelview = 1,
Texture = 2,
}
}