mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-05 12:07:25 -04:00
457 lines
16 KiB
C#
457 lines
16 KiB
C#
#if !USE_DX
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using System;
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using System.Drawing;
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using System.Drawing.Imaging;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using BmpPixelFormat = System.Drawing.Imaging.PixelFormat;
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using GlPixelFormat = OpenTK.Graphics.OpenGL.PixelFormat;
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namespace ClassicalSharp.GraphicsAPI {
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public class OpenGLApi : IGraphicsApi {
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BeginMode[] modeMappings;
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public unsafe OpenGLApi() {
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InitFields();
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int texDims;
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GL.GetIntegerv( GetPName.MaxTextureSize, &texDims );
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textureDimensions = texDims;
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string extensions = new String( (sbyte*)GL.GetString( StringName.Extensions ) );
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// NOTE: Not sure if there are any >= 1.5 drivers that support vbos but don't expose the ARB extension.
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if( !extensions.Contains( "GL_ARB_vertex_buffer_object" ) ) {
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Utils.LogError( "ClassicalSharp post 0.6 version requires OpenGL VBOs." );
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Utils.LogWarning( "You may need to install and/or update your video card drivers." );
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Utils.LogWarning( "Alternatively, you can download the 'DLCompatibility build." );
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throw new InvalidOperationException( "Cannot use OpenGL vbos." );
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}
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base.InitDynamicBuffers();
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setupBatchFuncCol4b = SetupVbPos3fCol4b;
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setupBatchFuncTex2f = SetupVbPos3fTex2f;
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setupBatchFuncTex2fCol4b = SetupVbPos3fTex2fCol4b;
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GL.EnableClientState( ArrayCap.VertexArray );
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}
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public override bool AlphaTest {
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set { ToggleCap( EnableCap.AlphaTest, value ); }
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}
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public override bool AlphaBlending {
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set { ToggleCap( EnableCap.Blend, value ); }
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}
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Compare[] compareFuncs;
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public override void AlphaTestFunc( CompareFunc func, float value ) {
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GL.AlphaFunc( compareFuncs[(int)func], value );
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}
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BlendingFactor[] blendFuncs;
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public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc dstFunc ) {
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GL.BlendFunc( blendFuncs[(int)srcFunc], blendFuncs[(int)dstFunc] );
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}
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public override bool Fog {
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set { ToggleCap( EnableCap.Fog, value ); }
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}
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FastColour lastFogCol = FastColour.Black;
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public unsafe override void SetFogColour( FastColour col ) {
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if( col != lastFogCol ) {
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Vector4 colRGBA = new Vector4( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f );
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GL.Fogfv( FogParameter.FogColor, &colRGBA.X );
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lastFogCol = col;
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}
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}
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float lastFogStart = -1, lastFogEnd = -1, lastFogDensity = -1;
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public override void SetFogDensity( float value ) {
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FogParam( FogParameter.FogDensity, value, ref lastFogDensity );
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}
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public override void SetFogStart( float value ) {
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FogParam( FogParameter.FogStart, value, ref lastFogStart );
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}
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public override void SetFogEnd( float value ) {
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FogParam( FogParameter.FogEnd, value, ref lastFogEnd );
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}
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static void FogParam( FogParameter param, float value, ref float last ) {
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if( value != last ) {
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GL.Fogf( param, value );
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last = value;
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}
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}
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Fog lastFogMode = (Fog)999;
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FogMode[] fogModes;
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public override void SetFogMode( Fog mode ) {
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if( mode != lastFogMode ) {
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GL.Fogi( FogParameter.FogMode, (int)fogModes[(int)mode] );
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lastFogMode = mode;
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}
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}
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public override bool FaceCulling {
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set {
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if( value ) GL.Enable( EnableCap.CullFace );
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else GL.Disable( EnableCap.CullFace );
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}
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}
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public override void Clear() {
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GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit );
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}
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FastColour lastClearCol;
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public override void ClearColour( FastColour col ) {
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if( col != lastClearCol ) {
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GL.ClearColor( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f );
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lastClearCol = col;
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}
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}
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public override bool ColourWrite {
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set { GL.ColorMask( value, value, value, value ); }
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}
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public override void DepthTestFunc( CompareFunc func ) {
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GL.DepthFunc( compareFuncs[(int)func] );
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}
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public override bool DepthTest {
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set { ToggleCap( EnableCap.DepthTest, value ); }
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}
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public override bool DepthWrite {
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set { GL.DepthMask( value ); }
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}
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#region Texturing
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int textureDimensions;
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public override int MaxTextureDimensions {
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get { return textureDimensions; }
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}
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public override bool Texturing {
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set { ToggleCap( EnableCap.Texture2D, value ); }
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}
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public unsafe override int CreateTexture( int width, int height, IntPtr scan0 ) {
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if( !Utils.IsPowerOf2( width ) || !Utils.IsPowerOf2( height ) )
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Utils.LogWarning( "Creating a non power of two texture." );
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int texId = 0;
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GL.GenTextures( 1, &texId );
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GL.BindTexture( TextureTarget.Texture2D, texId );
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GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureFilter.Nearest );
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GL.TexParameteri( TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureFilter.Nearest );
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GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height,
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GlPixelFormat.Bgra, PixelType.UnsignedByte, scan0 );
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return texId;
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}
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public override void BindTexture( int texture ) {
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GL.BindTexture( TextureTarget.Texture2D, texture );
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}
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public override void UpdateTexturePart( int texId, int texX, int texY, FastBitmap part ) {
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GL.BindTexture( TextureTarget.Texture2D, texId );
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GL.TexSubImage2D( TextureTarget.Texture2D, 0, texX, texY, part.Width, part.Height,
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GlPixelFormat.Bgra, PixelType.UnsignedByte, part.Scan0 );
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}
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public unsafe override void DeleteTexture( ref int texId ) {
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if( texId <= 0 ) return;
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int id = texId;
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GL.DeleteTextures( 1, &id );
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texId = -1;
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}
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#endregion
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#region Vertex/index buffers
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Action setupBatchFunc;
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Action setupBatchFuncTex2f, setupBatchFuncCol4b, setupBatchFuncTex2fCol4b;
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public override int CreateDynamicVb( VertexFormat format, int maxVertices ) {
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int id = GenAndBind( BufferTarget.ArrayBuffer );
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int sizeInBytes = maxVertices * strideSizes[(int)format];
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GL.BufferDataARB( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), IntPtr.Zero, BufferUsage.DynamicDraw );
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return id;
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}
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public override int CreateVb<T>( T[] vertices, VertexFormat format, int count ) {
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int id = GenAndBind( BufferTarget.ArrayBuffer );
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int sizeInBytes = count * strideSizes[(int)format];
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GL.BufferDataARB( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsage.StaticDraw );
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return id;
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}
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public override int CreateVb( IntPtr vertices, VertexFormat format, int count ) {
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int id = GenAndBind( BufferTarget.ArrayBuffer );
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int sizeInBytes = count * strideSizes[(int)format];
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GL.BufferDataARB( BufferTarget.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsage.StaticDraw );
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return id;
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}
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public override int CreateIb( ushort[] indices, int indicesCount ) {
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int id = GenAndBind( BufferTarget.ElementArrayBuffer );
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int sizeInBytes = indicesCount * sizeof( ushort );
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GL.BufferDataARB( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsage.StaticDraw );
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return id;
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}
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public override int CreateIb( IntPtr indices, int indicesCount ) {
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int id = GenAndBind( BufferTarget.ElementArrayBuffer );
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int sizeInBytes = indicesCount * sizeof( ushort );
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GL.BufferDataARB( BufferTarget.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsage.StaticDraw );
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return id;
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}
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unsafe static int GenAndBind( BufferTarget target ) {
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int id = 0;
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GL.GenBuffersARB( 1, &id );
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GL.BindBufferARB( target, id );
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return id;
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}
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int batchStride;
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public override void DrawDynamicVb<T>( DrawMode mode, int id, T[] vertices, int count ) {
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int sizeInBytes = count * batchStride;
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GL.BindBufferARB( BufferTarget.ArrayBuffer, id );
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GL.BufferSubDataARB( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( sizeInBytes ), vertices );
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setupBatchFunc();
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GL.DrawArrays( modeMappings[(int)mode], 0, count );
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}
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public override void DrawDynamicIndexedVb<T>( DrawMode mode, int id, T[] vertices, int vCount, int indicesCount ) {
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int sizeInBytes = vCount * batchStride;
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GL.BindBufferARB( BufferTarget.ArrayBuffer, id );
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GL.BufferSubDataARB( BufferTarget.ArrayBuffer, IntPtr.Zero, new IntPtr( sizeInBytes ), vertices );
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setupBatchFunc();
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GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, zero );
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}
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public unsafe override void DeleteDynamicVb( int id ) {
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if( id <= 0 ) return;
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GL.DeleteBuffersARB( 1, &id );
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}
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public unsafe override void DeleteVb( int vb ) {
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if( vb <= 0 ) return;
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GL.DeleteBuffersARB( 1, &vb );
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}
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public unsafe override void DeleteIb( int ib ) {
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if( ib <= 0 ) return;
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GL.DeleteBuffersARB( 1, &ib );
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}
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VertexFormat batchFormat = (VertexFormat)999;
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public override void BeginVbBatch( VertexFormat format ) {
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if( format == batchFormat ) return;
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if( batchFormat == VertexFormat.Pos3fTex2fCol4b ) {
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GL.DisableClientState( ArrayCap.ColorArray );
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GL.DisableClientState( ArrayCap.TextureCoordArray );
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} else if( batchFormat == VertexFormat.Pos3fTex2f ) {
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GL.DisableClientState( ArrayCap.TextureCoordArray );
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} else if( batchFormat == VertexFormat.Pos3fCol4b ) {
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GL.DisableClientState( ArrayCap.ColorArray );
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}
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batchFormat = format;
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if( format == VertexFormat.Pos3fTex2fCol4b ) {
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GL.EnableClientState( ArrayCap.ColorArray );
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GL.EnableClientState( ArrayCap.TextureCoordArray );
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setupBatchFunc = setupBatchFuncTex2fCol4b;
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batchStride = VertexPos3fTex2fCol4b.Size;
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} else if( format == VertexFormat.Pos3fTex2f ) {
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GL.EnableClientState( ArrayCap.TextureCoordArray );
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setupBatchFunc = setupBatchFuncTex2f;
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batchStride = VertexPos3fTex2f.Size;
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} else if( format == VertexFormat.Pos3fCol4b ) {
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GL.EnableClientState( ArrayCap.ColorArray );
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setupBatchFunc = setupBatchFuncCol4b;
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batchStride = VertexPos3fCol4b.Size;
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}
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}
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public override void DrawVb( DrawMode mode, int startVertex, int verticesCount ) {
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setupBatchFunc();
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GL.DrawArrays( modeMappings[(int)mode], startVertex, verticesCount );
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}
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public override void BindVb( int vb ) {
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GL.BindBufferARB( BufferTarget.ArrayBuffer, vb );
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}
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public override void BindIb( int ib ) {
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GL.BindBufferARB( BufferTarget.ElementArrayBuffer, ib );
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}
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const DrawElementsType indexType = DrawElementsType.UnsignedShort;
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public override void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex ) {
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setupBatchFunc();
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GL.DrawElements( modeMappings[(int)mode], indicesCount, indexType, new IntPtr( startIndex * 2 ) );
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}
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internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex ) {
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GL.VertexPointer( 3, PointerType.Float, 24, zero );
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GL.ColorPointer( 4, PointerType.UnsignedByte, 24, twelve );
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GL.TexCoordPointer( 2, PointerType.Float, 24, sixteen );
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GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
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}
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internal override void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startVertex, int startIndex ) {
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int offset = startVertex * VertexPos3fTex2fCol4b.Size;
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GL.VertexPointer( 3, PointerType.Float, 24, new IntPtr( offset ) );
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GL.ColorPointer( 4, PointerType.UnsignedByte, 24, new IntPtr( offset + 12 ) );
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GL.TexCoordPointer( 2, PointerType.Float, 24, new IntPtr( offset + 16 ) );
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GL.DrawElements( BeginMode.Triangles, indicesCount, indexType, new IntPtr( startIndex * 2 ) );
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}
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IntPtr zero = new IntPtr( 0 ), twelve = new IntPtr( 12 ), sixteen = new IntPtr( 16 );
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void SetupVbPos3fTex2f() {
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GL.VertexPointer( 3, PointerType.Float, VertexPos3fTex2f.Size, zero );
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GL.TexCoordPointer( 2, PointerType.Float, VertexPos3fTex2f.Size, twelve );
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}
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void SetupVbPos3fCol4b() {
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GL.VertexPointer( 3, PointerType.Float, VertexPos3fCol4b.Size, zero );
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GL.ColorPointer( 4, PointerType.UnsignedByte, VertexPos3fCol4b.Size, twelve );
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}
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void SetupVbPos3fTex2fCol4b() {
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GL.VertexPointer( 3, PointerType.Float, VertexPos3fTex2fCol4b.Size, zero );
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GL.ColorPointer( 4, PointerType.UnsignedByte, VertexPos3fTex2fCol4b.Size, twelve );
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GL.TexCoordPointer( 2, PointerType.Float, VertexPos3fTex2fCol4b.Size, sixteen );
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}
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#endregion
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#region Matrix manipulation
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MatrixMode lastMode = 0;
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MatrixMode[] matrixModes;
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public override void SetMatrixMode( MatrixType mode ) {
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MatrixMode glMode = matrixModes[(int)mode];
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if( glMode != lastMode ) {
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GL.MatrixMode( glMode );
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lastMode = glMode;
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}
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}
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public unsafe override void LoadMatrix( ref Matrix4 matrix ) {
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fixed( Single* ptr = &matrix.Row0.X )
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GL.LoadMatrixf( ptr );
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}
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public override void LoadIdentityMatrix() {
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GL.LoadIdentity();
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}
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public override void PushMatrix() {
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GL.PushMatrix();
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}
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public override void PopMatrix() {
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GL.PopMatrix();
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}
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public unsafe override void MultiplyMatrix( ref Matrix4 matrix ) {
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fixed( Single* ptr = &matrix.Row0.X )
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GL.MultMatrixf( ptr );
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}
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#endregion
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public override void BeginFrame( Game game ) {
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}
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public override void EndFrame( Game game ) {
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game.SwapBuffers();
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}
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public override void SetVSync( Game game, bool value ) {
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game.VSync = value;
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}
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public unsafe override void PrintApiSpecificInfo() {
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Utils.Log( "--Using OpenGL--" );
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Utils.Log( "Vendor: " + new String( (sbyte*)GL.GetString( StringName.Vendor ) ) );
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Utils.Log( "Renderer: " + new String( (sbyte*)GL.GetString( StringName.Renderer ) ) );
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Utils.Log( "Version: " + new String( (sbyte*)GL.GetString( StringName.Version ) ) );
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int depthBits = 0;
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GL.GetIntegerv( GetPName.DepthBits, &depthBits );
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Utils.Log( "Depth buffer bits: " + depthBits );
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if( depthBits < 24 ) {
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Utils.LogWarning( "Depth buffer is less than 24 bits, you may see some issues " +
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"with disappearing and/or 'white' graphics." );
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Utils.LogWarning( "If this bothers you, type \"/client rendertype legacy\" (without quotes) " +
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"after you have loaded the first map." );
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}
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}
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// Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk
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public override void TakeScreenshot( string output, Size size ) {
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using( Bitmap bmp = new Bitmap( size.Width, size.Height, BmpPixelFormat.Format32bppRgb ) ) { // ignore alpha component
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using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) {
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GL.ReadPixels( 0, 0, size.Width, size.Height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 );
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}
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bmp.RotateFlip( RotateFlipType.RotateNoneFlipY );
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bmp.Save( output, ImageFormat.Png );
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}
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}
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public override void OnWindowResize( Game game ) {
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GL.Viewport( 0, 0, game.Width, game.Height );
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}
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static void ToggleCap( EnableCap cap, bool value ) {
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if( value ) GL.Enable( cap );
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else GL.Disable( cap );
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}
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void InitFields() {
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// See comment in Game() constructor
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#if !__MonoCS__
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modeMappings = new [] { BeginMode.Triangles, BeginMode.Lines, BeginMode.TriangleStrip };
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blendFuncs = new [] {
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BlendingFactor.Zero, BlendingFactor.One,
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BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha,
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BlendingFactor.DstAlpha, BlendingFactor.OneMinusDstAlpha,
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};
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compareFuncs = new [] {
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Compare.Always, Compare.Notequal, Compare.Never, Compare.Less,
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Compare.Lequal, Compare.Equal, Compare.Gequal, Compare.Greater,
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};
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fogModes = new [] { FogMode.Linear, FogMode.Exp, FogMode.Exp2 };
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matrixModes = new [] { MatrixMode.Projection, MatrixMode.Modelview, MatrixMode.Texture };
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#else
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modeMappings = new BeginMode[3];
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modeMappings[0] = BeginMode.Triangles; modeMappings[1] = BeginMode.Lines;
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modeMappings[2] = BeginMode.TriangleStrip;
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blendFuncs = new BlendingFactor[6];
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blendFuncs[0] = BlendingFactor.Zero; blendFuncs[1] = BlendingFactor.One;
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blendFuncs[2] = BlendingFactor.SrcAlpha; blendFuncs[3] = BlendingFactor.OneMinusSrcAlpha;
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blendFuncs[4] = BlendingFactor.DstAlpha; blendFuncs[5] = BlendingFactor.OneMinusDstAlpha;
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compareFuncs = new Compare[8];
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compareFuncs[0] = Compare.Always; compareFuncs[1] = Compare.Notequal;
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compareFuncs[2] = Compare.Never; compareFuncs[3] = Compare.Less;
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compareFuncs[4] = Compare.Lequal; compareFuncs[5] = Compare.Equal;
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compareFuncs[6] = Compare.Gequal; compareFuncs[7] = Compare.Greater;
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fogModes = new FogMode[3];
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fogModes[0] = FogMode.Linear; fogModes[1] = FogMode.Exp;
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fogModes[2] = FogMode.Exp2;
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matrixModes = new MatrixMode[3];
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matrixModes[0] = MatrixMode.Projection; matrixModes[1] = MatrixMode.Modelview;
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matrixModes[2] = MatrixMode.Texture;
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#endif
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}
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}
|
|
}
|
|
#endif |