mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-05 12:07:25 -04:00
339 lines
12 KiB
C#
339 lines
12 KiB
C#
using System;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Runtime.InteropServices;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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namespace ClassicalSharp.GraphicsAPI {
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/// <summary> Abstracts a 3D graphics rendering API. </summary>
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/// <remarks> Only Direct3D9 and OpenGL support are implemented. </remarks>
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public abstract class IGraphicsApi {
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/// <summary> Maximum supported length of a dimension (width and height) of a 2D texture. </summary>
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public abstract int MaxTextureDimensions { get; }
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/// <summary> Sets whether texturing is applied when rasterizing primitives. </summary>
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public abstract bool Texturing { set; }
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internal float MinZNear = 0.1f;
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public int CreateTexture( Bitmap bmp ) {
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Rectangle rec = new Rectangle( 0, 0, bmp.Width, bmp.Height );
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// Convert other pixel formats into 32bpp formats.
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if( !FastBitmap.CheckFormat( bmp.PixelFormat ) ) {
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Utils.LogDebug( "Converting " + bmp.PixelFormat + " into 32bpp image" );
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using( Bitmap _32bmp = new Bitmap( bmp.Width, bmp.Height ) ) {
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using( Graphics g = Graphics.FromImage( _32bmp ) )
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g.DrawImage( bmp, 0, 0, bmp.Width, bmp.Height );
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BitmapData data = _32bmp.LockBits( rec, ImageLockMode.ReadOnly, _32bmp.PixelFormat );
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int texId = CreateTexture( data.Width, data.Height, data.Scan0 );
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_32bmp.UnlockBits( data );
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return texId;
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}
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} else {
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BitmapData data = bmp.LockBits( rec, ImageLockMode.ReadOnly, bmp.PixelFormat );
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int texId = CreateTexture( data.Width, data.Height, data.Scan0 );
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bmp.UnlockBits( data );
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return texId;
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}
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}
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public int CreateTexture( FastBitmap bmp ) {
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if( !bmp.IsLocked )
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bmp.LockBits();
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int texId = CreateTexture( bmp.Width, bmp.Height, bmp.Scan0 );
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bmp.UnlockBits();
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return texId;
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}
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public abstract int CreateTexture( int width, int height, IntPtr scan0 );
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public abstract void UpdateTexturePart( int texId, int texX, int texY, FastBitmap part );
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/// <summary> Binds the given texture id so that it can be used for rasterization. </summary>
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public abstract void BindTexture( int texId );
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/// <summary> Frees all resources held by the 3D graphics API for the given texture id. </summary>
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public abstract void DeleteTexture( ref int texId );
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/// <summary> Frees all resources held by the 3D graphics API for the given texture. </summary>
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public void DeleteTexture( ref Texture texture ) { DeleteTexture( ref texture.ID ); }
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/// <summary> Whether fog is currently enabled. </summary>
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public abstract bool Fog { set; }
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/// <summary> Sets the fog colour that is blended with final primitive colours. </summary>
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public abstract void SetFogColour( FastColour col );
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/// <summary> Sets the density of exp and exp^2 fog </summary>
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public abstract void SetFogDensity( float value );
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/// <summary> Sets the start radius of fog for linear fog. </summary>
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public abstract void SetFogStart( float value );
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/// <summary> Sets the end radius of fog for for linear fog. </summary>
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public abstract void SetFogEnd( float value );
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/// <summary> Sets the current fog mode. (linear, exp, or exp^2) </summary>
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public abstract void SetFogMode( Fog fogMode );
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/// <summary> Whether back facing primitives should be culled by the 3D graphics api. </summary>
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public abstract bool FaceCulling { set; }
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/// <summary> Whether alpha testing is currently enabled. </summary>
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public abstract bool AlphaTest { set; }
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/// <summary> Sets the alpha test compare function that is used when alpha testing is enabled. </summary>
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public abstract void AlphaTestFunc( CompareFunc func, float refValue );
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/// <summary> Whether alpha blending is currently enabled. </summary>
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public abstract bool AlphaBlending { set; }
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/// <summary> Sets the alpha blend function that is used when alpha blending is enabled. </summary>
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public abstract void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc dstFunc );
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/// <summary> Clears the underlying back and/or front buffer. </summary>
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public abstract void Clear();
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/// <summary> Sets the colour the screen is cleared to when Clear() is called. </summary>
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public abstract void ClearColour( FastColour col );
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/// <summary> Whether depth testing is currently enabled. </summary>
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public abstract bool DepthTest { set; }
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/// <summary> Sets the depth test compare function that is used when depth testing is enabled. </summary>
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public abstract void DepthTestFunc( CompareFunc func );
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/// <summary> Sets whether writing to the colour buffer is enabled. </summary>
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public abstract bool ColourWrite { set; }
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/// <summary> Sets whether writing to the depth buffer is enabled. </summary>
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public abstract bool DepthWrite { set; }
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public abstract int CreateDynamicVb( VertexFormat format, int maxVertices );
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public virtual int CreateVb<T>( T[] vertices, VertexFormat format ) where T : struct {
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return CreateVb( vertices, format, vertices.Length );
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}
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public abstract int CreateVb<T>( T[] vertices, VertexFormat format, int count ) where T : struct;
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public abstract int CreateVb( IntPtr vertices, VertexFormat format, int count );
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public abstract int CreateIb( ushort[] indices, int indicesCount );
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public abstract int CreateIb( IntPtr indices, int indicesCount );
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public abstract void BindVb( int vb );
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public abstract void BindIb( int ib );
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public abstract void DeleteDynamicVb( int id );
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public abstract void DeleteVb( int vb );
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public abstract void DeleteIb( int ib );
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public abstract void DrawDynamicVb<T>( DrawMode mode, int vb, T[] vertices, int count ) where T : struct;
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public abstract void DrawDynamicIndexedVb<T>( DrawMode mode, int vb, T[] vertices, int vCount, int indicesCount ) where T : struct;
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public abstract void BeginVbBatch( VertexFormat format );
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public abstract void DrawVb( DrawMode mode, int startVertex, int verticesCount );
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public abstract void DrawIndexedVb( DrawMode mode, int indicesCount, int startIndex );
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/// <summary> Optimised version of DrawIndexedVb for VertexFormat.Pos3fTex2fCol4b </summary>
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internal abstract void DrawIndexedVb_TrisT2fC4b( int indicesCount, int offsetVertex, int startIndex );
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internal abstract void DrawIndexedVb_TrisT2fC4b( int indicesCount, int startIndex );
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protected static int[] strideSizes = { 16, 24 };
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public abstract void SetMatrixMode( MatrixType mode );
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public abstract void LoadMatrix( ref Matrix4 matrix );
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public abstract void LoadIdentityMatrix();
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public abstract void MultiplyMatrix( ref Matrix4 matrix );
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public abstract void PushMatrix();
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public abstract void PopMatrix();
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public abstract void TakeScreenshot( string output, Size size );
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public abstract void PrintApiSpecificInfo();
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public void PrintGraphicsInfo() {
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Console.ForegroundColor = ConsoleColor.Green;
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PrintApiSpecificInfo();
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Console.ResetColor();
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}
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public abstract void BeginFrame( GameWindow game );
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public abstract void EndFrame( GameWindow game );
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public abstract void SetVSync( GameWindow game, bool value );
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public abstract void OnWindowResize( GameWindow game );
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public Action<double> LostContextFunction;
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protected void InitDynamicBuffers() {
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quadVb = CreateDynamicVb( VertexFormat.Pos3fCol4b, 4 );
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texVb = CreateDynamicVb( VertexFormat.Pos3fTex2fCol4b, 4 );
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}
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public virtual void Dispose() {
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DeleteDynamicVb( quadVb );
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DeleteDynamicVb( texVb );
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}
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VertexPos3fCol4b[] quadVerts = new VertexPos3fCol4b[4];
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int quadVb;
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public virtual void Draw2DQuad( float x, float y, float width, float height, FastColour col ) {
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quadVerts[0] = new VertexPos3fCol4b( x, y, 0, col );
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quadVerts[1] = new VertexPos3fCol4b( x + width, y, 0, col );
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quadVerts[2] = new VertexPos3fCol4b( x + width, y + height, 0, col );
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quadVerts[3] = new VertexPos3fCol4b( x, y + height, 0, col );
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BeginVbBatch( VertexFormat.Pos3fCol4b );
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DrawDynamicIndexedVb( DrawMode.Triangles, quadVb, quadVerts, 4, 6 );
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}
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internal VertexPos3fTex2fCol4b[] texVerts = new VertexPos3fTex2fCol4b[4];
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internal int texVb;
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public virtual void Draw2DTexture( ref Texture tex, FastColour col ) {
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float x1 = tex.X1, y1 = tex.Y1, x2 = tex.X2, y2 = tex.Y2;
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#if USE_DX
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// NOTE: see "https://msdn.microsoft.com/en-us/library/windows/desktop/bb219690(v=vs.85).aspx",
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// i.e. the msdn article called "Directly Mapping Texels to Pixels (Direct3D 9)" for why we have to do this.
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x1 -= 0.5f; x2 -= 0.5f;
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y1 -= 0.5f; y2 -= 0.5f;
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#endif
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texVerts[0] = new VertexPos3fTex2fCol4b( x1, y1, 0, tex.U1, tex.V1, col );
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texVerts[1] = new VertexPos3fTex2fCol4b( x2, y1, 0, tex.U2, tex.V1, col );
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texVerts[2] = new VertexPos3fTex2fCol4b( x2, y2, 0, tex.U2, tex.V2, col );
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texVerts[3] = new VertexPos3fTex2fCol4b( x1, y2, 0, tex.U1, tex.V2, col );
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BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
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DrawDynamicIndexedVb( DrawMode.Triangles, texVb, texVerts, 4, 6 );
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}
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public static void MakeQuad( TextureRec xy, TextureRec uv,
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VertexPos3fTex2fCol4b[] vertices, ref int index ) {
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float x1 = xy.U1, y1 = xy.V1, x2 = xy.U2, y2 = xy.V2;
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#if USE_DX
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x1 -= 0.5f; x2 -= 0.5f;
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y1 -= 0.5f; y2 -= 0.5f;
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#endif
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vertices[index++] = new VertexPos3fTex2fCol4b( x1, y1, 0, uv.U1, uv.V1, FastColour.White );
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vertices[index++] = new VertexPos3fTex2fCol4b( x2, y1, 0, uv.U2, uv.V1, FastColour.White );
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vertices[index++] = new VertexPos3fTex2fCol4b( x2, y2, 0, uv.U2, uv.V2, FastColour.White );
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vertices[index++] = new VertexPos3fTex2fCol4b( x1, y2, 0, uv.U1, uv.V2, FastColour.White );
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}
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public void Draw2DTexture( ref Texture tex ) {
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Draw2DTexture( ref tex, FastColour.White );
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}
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public void Mode2D( float width, float height, bool setFog ) {
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SetMatrixMode( MatrixType.Projection );
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PushMatrix();
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DepthTest = false;
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LoadOrthoMatrix( width, height );
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SetMatrixMode( MatrixType.Modelview );
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PushMatrix();
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LoadIdentityMatrix();
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AlphaBlending = true;
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if( setFog ) Fog = false;
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}
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protected virtual void LoadOrthoMatrix( float width, float height ) {
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Matrix4 matrix = Matrix4.CreateOrthographicOffCenter( 0, width, height, 0, -10000, 10000 );
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LoadMatrix( ref matrix );
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}
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public void Mode3D( bool setFog ) {
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// Get rid of orthographic 2D matrix.
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SetMatrixMode( MatrixType.Projection );
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PopMatrix();
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SetMatrixMode( MatrixType.Modelview );
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PopMatrix();
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DepthTest = true;
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AlphaBlending = false;
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if( setFog ) Fog = true;
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}
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internal unsafe int MakeDefaultIb() {
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const int maxIndices = 65536 / 4 * 6;
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int element = 0;
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ushort* indices = stackalloc ushort[maxIndices];
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IntPtr ptr = (IntPtr)indices;
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for( int i = 0; i < maxIndices; i += 6 ) {
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*indices++ = (ushort)( element + 0 );
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*indices++ = (ushort)( element + 1 );
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*indices++ = (ushort)( element + 2 );
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*indices++ = (ushort)( element + 2 );
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*indices++ = (ushort)( element + 3 );
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*indices++ = (ushort)( element + 0 );
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element += 4;
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}
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return CreateIb( ptr, maxIndices );
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}
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}
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public enum VertexFormat {
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Pos3fCol4b = 0,
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Pos3fTex2fCol4b = 1,
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}
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public enum DrawMode {
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Triangles = 0,
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Lines = 1,
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}
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public enum CompareFunc {
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Always = 0,
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NotEqual = 1,
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Never = 2,
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Less = 3,
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LessEqual = 4,
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Equal = 5,
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GreaterEqual = 6,
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Greater = 7,
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}
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public enum BlendFunc {
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Zero = 0,
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One = 1,
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SourceAlpha = 2,
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InvSourceAlpha = 3,
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DestAlpha = 4,
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InvDestAlpha = 5,
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}
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public enum Fog {
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Linear = 0,
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Exp = 1,
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Exp2 = 2,
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}
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public enum MatrixType {
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Projection = 0,
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Modelview = 1,
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Texture = 2,
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}
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} |