mirror of
https://github.com/ClassiCube/ClassiCube.git
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417 lines
14 KiB
C#
417 lines
14 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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#if !USE_DX && !ANDROID
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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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/// <summary> Implements IGraphicsAPI using OpenGL 1.5,
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/// or 1.2 with the GL_ARB_vertex_buffer_object extension. </summary>
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public unsafe class OpenGLApi : IGraphicsApi {
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BeginMode[] modeMappings;
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public 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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texDimensions = texDims;
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CheckVboSupport();
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base.InitDynamicBuffers();
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setupBatchFuncCol4b = SetupVbPos3fCol4b;
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setupBatchFuncTex2fCol4b = SetupVbPos3fTex2fCol4b;
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GL.EnableClientState(ArrayCap.VertexArray);
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GL.EnableClientState(ArrayCap.ColorArray);
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}
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void CheckVboSupport() {
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string extensions = new String((sbyte*)GL.GetString(StringName.Extensions));
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string version = new String((sbyte*)GL.GetString(StringName.Version));
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int major = (int)(version[0] - '0'); // x.y. (and so forth)
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int minor = (int)(version[2] - '0');
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if ((major > 1) || (major == 1 && minor >= 5)) return; // Supported in core since 1.5
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Utils.LogDebug("Using ARB vertex buffer objects");
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if (!extensions.Contains("GL_ARB_vertex_buffer_object")) {
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ErrorHandler.LogError("OpenGL VBO support check",
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"Driver does not support OpenGL VBOs, which are required for the OpenGL build." +
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Environment.NewLine + "You may need to install and/or update video card drivers." +
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Environment.NewLine + "Alternatively, you can download the Direct3D 9 build.");
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throw new InvalidOperationException("VBO support required for OpenGL build");
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}
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GL.UseArbVboAddresses();
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}
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public override bool AlphaTest {
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set { if (value) GL.Enable(EnableCap.AlphaTest);
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else GL.Disable(EnableCap.AlphaTest); }
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}
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public override bool AlphaBlending {
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set { if (value) GL.Enable(EnableCap.Blend);
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else GL.Disable(EnableCap.Blend); }
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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 { if (value) GL.Enable(EnableCap.Fog);
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else GL.Disable(EnableCap.Fog); }
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}
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FastColour lastFogCol = FastColour.Black;
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public override void SetFogColour(FastColour col) {
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if (col == lastFogCol) return;
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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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float 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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GL.Fogf(FogParameter.FogStart, value);
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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) return;
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GL.Fogf(param, value);
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last = value;
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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 { if (value) GL.Enable(EnableCap.CullFace);
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else GL.Disable(EnableCap.CullFace); }
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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 { set { GL.ColorMask(value, value, value, value); } }
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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 { if (value) GL.Enable(EnableCap.DepthTest);
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else GL.Disable(EnableCap.DepthTest); }
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}
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public override bool DepthWrite { set { GL.DepthMask(value); } }
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public override bool AlphaArgBlend { set { } }
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#region Texturing
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int texDimensions;
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public override int MaxTextureDimensions { get { return texDimensions; } }
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public override bool Texturing {
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set { if (value) GL.Enable(EnableCap.Texture2D);
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else GL.Disable(EnableCap.Texture2D); }
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}
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protected override int CreateTexture(int width, int height, IntPtr scan0, bool managedPool) {
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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.MinFilter, (int)TextureFilter.Nearest);
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GL.TexParameteri(TextureTarget.Texture2D, TextureParameterName.MagFilter, (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 override void DeleteTexture(ref int texId) {
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if (texId <= 0) return;
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int id = texId; 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, 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.BufferData(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.BufferData(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.BufferData(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(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.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeInBytes), indices, BufferUsage.StaticDraw);
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return id;
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}
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static int GenAndBind(BufferTarget target) {
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int id = 0;
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GL.GenBuffers(1, &id);
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GL.BindBuffer(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 SetDynamicVbData<T>(int id, T[] vertices, int count) {
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GL.BindBuffer(BufferTarget.ArrayBuffer, id);
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GL.BufferSubData(BufferTarget.ArrayBuffer, IntPtr.Zero,
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new IntPtr(count * batchStride), vertices);
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}
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public override void DeleteVb(ref int vb) {
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if (vb <= 0) return;
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int id = vb; GL.DeleteBuffers(1, &id);
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vb = -1;
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}
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public override void DeleteIb(ref int ib) {
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if (ib <= 0) return;
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int id = ib; GL.DeleteBuffers(1, &id);
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ib = -1;
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}
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VertexFormat batchFormat = (VertexFormat)999;
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public override void SetBatchFormat(VertexFormat format) {
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if (format == batchFormat) return;
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if (batchFormat == VertexFormat.P3fT2fC4b) {
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GL.DisableClientState(ArrayCap.TextureCoordArray);
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}
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batchFormat = format;
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if (format == VertexFormat.P3fT2fC4b) {
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GL.EnableClientState(ArrayCap.TextureCoordArray);
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setupBatchFunc = setupBatchFuncTex2fCol4b;
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batchStride = VertexP3fT2fC4b.Size;
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} else {
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setupBatchFunc = setupBatchFuncCol4b;
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batchStride = VertexP3fC4b.Size;
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}
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}
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public override void BindVb(int vb) {
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GL.BindBuffer(BufferTarget.ArrayBuffer, vb);
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}
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public override void BindIb(int ib) {
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ib);
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}
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const DrawElementsType indexType = DrawElementsType.UnsignedShort;
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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 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 * VertexP3fT2fC4b.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 SetupVbPos3fCol4b() {
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GL.VertexPointer(3, PointerType.Float, VertexP3fC4b.Size, zero);
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GL.ColorPointer(4, PointerType.UnsignedByte, VertexP3fC4b.Size, twelve);
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}
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void SetupVbPos3fTex2fCol4b() {
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GL.VertexPointer(3, PointerType.Float, VertexP3fT2fC4b.Size, zero);
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GL.ColorPointer(4, PointerType.UnsignedByte, VertexP3fT2fC4b.Size, twelve);
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GL.TexCoordPointer(2, PointerType.Float, VertexP3fT2fC4b.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 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 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.window.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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bool isIntelRenderer;
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internal override void MakeApiInfo() {
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string vendor = new String((sbyte*)GL.GetString(StringName.Vendor));
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string renderer = new String((sbyte*)GL.GetString(StringName.Renderer));
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string 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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ApiInfo = new string[] {
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"--Using OpenGL api--",
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"Vendor: " + vendor,
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"Renderer: " + renderer,
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"GL version: " + version,
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"Max 2D texture dimensions: " + MaxTextureDimensions,
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"Depth buffer bits: " + depthBits,
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};
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isIntelRenderer = renderer.Contains("Intel");
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}
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public override bool WarnIfNecessary(Chat chat) {
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if (!isIntelRenderer) return false;
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chat.Add("&cIntel graphics cards are known to have issues with the OpenGL build.");
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chat.Add("&cVSync may not work, and you may see disappearing clouds and map edges.");
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chat.Add("&cFor Windows, try downloading the Direct3D 9 build instead.");
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return true;
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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, int width, int height) {
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using (Bitmap bmp = new Bitmap(width, height, BmpPixelFormat.Format32bppRgb)) { // ignore alpha component
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using (FastBitmap fastBmp = new FastBitmap(bmp, true, false))
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GL.ReadPixels(0, 0, width, height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0);
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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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void InitFields() {
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// See comment in KeyMap() constructor for why this is necessary.
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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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modeMappings = new BeginMode[2];
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modeMappings[0] = BeginMode.Triangles; modeMappings[1] = BeginMode.Lines;
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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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}
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}
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}
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#endif |