2017-09-22 00:12:26 +10:00

264 lines
12 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.Drawing;
using OpenTK;
#if ANDROID
using Android.Graphics;
#else
using System.Drawing.Imaging;
#endif
namespace ClassicalSharp.GraphicsAPI {
/// <summary> Abstracts a 3D graphics rendering API. </summary>
public abstract partial class IGraphicsApi {
/// <summary> Maximum supported length of a dimension (width and height) of a 2D texture. </summary>
public abstract int MaxTextureDimensions { get; }
/// <summary> Sets whether texturing is applied when rasterizing primitives. </summary>
public abstract bool Texturing { set; }
internal float MinZNear = 0.1f;
readonly FastBitmap bmpBuffer = new FastBitmap();
/// <summary> Returns whether this graphics api had a valid context. </summary>
public bool LostContext;
/// <summary> Event raised when a context is destroyed after having been previously lost. </summary>
public event Action ContextLost;
/// <summary> Event raised when a context is recreated after having been previously lost. </summary>
public event Action ContextRecreated;
/// <summary> Whether mipmapping of terrain textures is used. </summary>
public bool Mipmaps;
/// <summary> Whether the backend supports setting the number of custom mipmaps levels. </summary>
public bool CustomMipmapsLevels;
/// <summary> Delegate that is invoked when the current context is lost,
/// and is repeatedly invoked until the context can be retrieved. </summary>
public ScheduledTaskCallback LostContextFunction;
/// <summary> Creates a new native texture with the specified dimensions and using the
/// image data encapsulated by the Bitmap instance. </summary>
/// <remarks> Note that should make every effort you can to ensure that the dimensions of the bitmap
/// are powers of two, because otherwise they will not display properly on certain graphics cards. <br/>
/// This method returns -1 if the input image is not a 32bpp format. </remarks>
public int CreateTexture(Bitmap bmp, bool managedPool, bool mipmaps) {
if (!Platform.Is32Bpp(bmp)) {
throw new ArgumentOutOfRangeException("Bitmap must be 32bpp");
}
bmpBuffer.SetData(bmp, true, true);
return CreateTexture(bmpBuffer, managedPool, mipmaps);
}
/// <summary> Creates a new native texture with the specified dimensions and FastBitmap instance
/// that encapsulates the pointer to the 32bpp image data.</summary>
/// <remarks> Note that should make every effort you can to ensure that the dimensions are powers of two,
/// because otherwise they will not display properly on certain graphics cards. </remarks>
public int CreateTexture(FastBitmap bmp, bool managedPool, bool mipmaps) {
if (!Utils.IsPowerOf2(bmp.Width) || !Utils.IsPowerOf2(bmp.Height)) {
throw new ArgumentOutOfRangeException("Bitmap must have power of two dimensions");
}
if (LostContext) throw new InvalidOperationException("Cannot create texture when context lost");
if (!bmp.IsLocked) bmp.LockBits();
int texId = CreateTexture(bmp.Width, bmp.Height, bmp.Scan0, managedPool, mipmaps);
bmp.UnlockBits();
return texId;
}
/// <summary> Creates a new native texture with the specified dimensions and pointer to the 32bpp image data. </summary>
/// <remarks> Note that should make every effort you can to ensure that the dimensions are powers of two,
/// because otherwise they will not display properly on certain graphics cards. </remarks>
protected abstract int CreateTexture(int width, int height, IntPtr scan0, bool managedPool, bool mipmaps);
/// <summary> Updates the sub-rectangle (x, y) -> (x + part.Width, y + part.Height)
/// of the native texture associated with the given ID, with the pixels encapsulated in the 'part' instance. </summary>
public abstract void UpdateTexturePart(int texId, int x, int y, FastBitmap part, bool mipmaps);
/// <summary> Binds the given texture id so that it can be used for rasterization. </summary>
public abstract void BindTexture(int texId);
/// <summary> Frees all native resources held for the given texture id. </summary>
public abstract void DeleteTexture(ref int texId);
/// <summary> Frees all native resources held for the given texture id. </summary>
public void DeleteTexture(ref Texture texture) { DeleteTexture(ref texture.ID); }
/// <summary> Enables mipmapping for subsequent texture drawing. </summary>
public abstract void EnableMipmaps();
/// <summary> Disbles mipmapping for subsequent texture drawing. </summary>
public abstract void DisableMipmaps();
/// <summary> Gets or sets whether fog is currently enabled. </summary>
public abstract bool Fog { get; set; }
/// <summary> Sets the fog colour that is blended with final primitive colours. </summary>
public abstract void SetFogColour(FastColour col);
/// <summary> Sets the density of exp and exp^2 fog </summary>
public abstract void SetFogDensity(float value);
/// <summary> Sets the start radius of fog for linear fog. </summary>
public abstract void SetFogStart(float value);
/// <summary> Sets the end radius of fog for for linear fog. </summary>
public abstract void SetFogEnd(float value);
/// <summary> Sets the current fog mode. (linear, exp, or exp^2) </summary>
public abstract void SetFogMode(Fog fogMode);
/// <summary> Whether back facing primitives should be culled by the 3D graphics api. </summary>
public abstract bool FaceCulling { set; }
/// <summary> Whether alpha testing is currently enabled. </summary>
public abstract bool AlphaTest { set; }
/// <summary> Sets the alpha test compare function that is used when alpha testing is enabled. </summary>
public abstract void AlphaTestFunc(CompareFunc func, float refValue);
/// <summary> Whether alpha blending is currently enabled. </summary>
public abstract bool AlphaBlending { set; }
/// <summary> Sets the alpha blend function that is used when alpha blending is enabled. </summary>
public abstract void AlphaBlendFunc(BlendFunc srcFunc, BlendFunc dstFunc);
/// <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);
/// <summary> Whether depth testing is currently enabled. </summary>
public abstract bool DepthTest { set; }
/// <summary> Sets the depth test compare function that is used when depth testing is enabled. </summary>
public abstract void DepthTestFunc(CompareFunc func);
/// <summary> Whether writing to the colour buffer is enabled. </summary>
public abstract bool ColourWrite { set; }
/// <summary> Whether writing to the depth buffer is enabled. </summary>
public abstract bool DepthWrite { set; }
/// <summary> Whether blending between the alpha components of the texture and colour are performed. </summary>
public abstract bool AlphaArgBlend { set; }
/// <summary> Creates a vertex buffer that can have its data dynamically updated. </summary>
public abstract int CreateDynamicVb(VertexFormat format, int maxVertices);
/// <summary> Creates a static vertex buffer that has its data set at creation,
/// but the vertex buffer's data cannot be updated after creation. </summary>
public abstract int CreateVb(IntPtr vertices, VertexFormat format, int count);
/// <summary> Creates a static index buffer that has its data set at creation,
/// but the index buffer's data cannot be updated after creation. </summary>
public abstract int CreateIb(IntPtr indices, int indicesCount);
/// <summary> Sets the currently active vertex buffer to the given id. </summary>
public abstract void BindVb(int vb);
/// <summary> Sets the currently active index buffer to the given id. </summary>
public abstract void BindIb(int ib);
/// <summary> Frees all native resources held for the vertex buffer associated with the given id. </summary>
public abstract void DeleteVb(ref int vb);
/// <summary> Frees all native resources held for the index buffer associated with the given id. </summary>
public abstract void DeleteIb(ref int ib);
/// <summary> Informs the graphics API that the format of the vertex data used in subsequent
/// draw calls will be in the given format. </summary>
public abstract void SetBatchFormat(VertexFormat format);
/// <summary> Binds and updates the data of the current dynamic vertex buffer's data.<br/>
/// This method also replaces the dynamic vertex buffer's data first with the given vertices before drawing. </summary>
public abstract void SetDynamicVbData(int vb, IntPtr vertices, int vCount);
/// <summary> Draws the specified subset of the vertices in the current vertex buffer as lines. </summary>
public abstract void DrawVb_Lines(int verticesCount);
/// <summary> Draws the specified subset of the vertices in the current vertex buffer as triangles. </summary>
public abstract void DrawVb_IndexedTris(int verticesCount, int startVertex);
/// <summary> Draws the specified subset of the vertices in the current vertex buffer as triangles. </summary>
public abstract void DrawVb_IndexedTris(int verticesCount);
/// <summary> Optimised version of DrawIndexedVb for VertexFormat.Pos3fTex2fCol4b </summary>
internal abstract void DrawIndexedVb_TrisT2fC4b(int verticesCount, int startVertex);
protected static int[] strideSizes = { 16, 24 };
/// <summary> Sets the matrix type that load/push/pop operations should be applied to. </summary>
public abstract void SetMatrixMode(MatrixType mode);
/// <summary> Sets the current matrix to the given matrix. </summary>
public abstract void LoadMatrix(ref Matrix4 matrix);
/// <summary> Sets the current matrix to the identity matrix. </summary>
public abstract void LoadIdentityMatrix();
/// <summary> Multplies the current matrix by the given matrix, then
/// sets the current matrix to the result of the multiplication. </summary>
public abstract void MultiplyMatrix(ref Matrix4 matrix);
/// <summary> Gets the top matrix the current matrix stack and pushes it to the stack. </summary>
public abstract void PushMatrix();
/// <summary> Removes the top matrix from the current matrix stack, then
/// sets the current matrix to the new top matrix of the stack. </summary>
public abstract void PopMatrix();
/// <summary> Outputs a .png screenshot of the backbuffer to the specified file. </summary>
public abstract void TakeScreenshot(string output, int width, int height);
/// <summary> Adds a warning to chat if this graphics API has problems with the current user's GPU. </summary>
public virtual bool WarnIfNecessary(Chat chat) { return false; }
/// <summary> Informs the graphic api to update its state in preparation for a new frame. </summary>
public abstract void BeginFrame(Game game);
/// <summary> Informs the graphic api to update its state in preparation for the end of a frame,
/// and to prepare that frame for display on the monitor. </summary>
public abstract void EndFrame(Game game);
/// <summary> Sets whether the graphics api should tie frame rendering to the refresh rate of the monitor. </summary>
public abstract void SetVSync(Game game, bool value);
/// <summary> Raised when the dimensions of the game's window have changed. </summary>
public abstract void OnWindowResize(Game game);
internal abstract void MakeApiInfo();
public string[] ApiInfo;
protected virtual void LoadOrthoMatrix(float width, float height) {
Matrix4 matrix;
Matrix4.CreateOrthographicOffCenter(0, width, height, 0, -10000, 10000, out matrix);
LoadMatrix(ref matrix);
}
/// <summary> Sets the appropriate alpha testing/blending states necessary to render the given block. </summary>
public void SetupAlphaState(byte draw) {
if (draw == DrawType.Translucent) AlphaBlending = true;
if (draw == DrawType.Transparent) AlphaTest = true;
if (draw == DrawType.TransparentThick) AlphaTest = true;
if (draw == DrawType.Sprite) AlphaTest = true;
}
public void RestoreAlphaState(byte draw) {
if (draw == DrawType.Translucent) AlphaBlending = false;
if (draw == DrawType.Transparent) AlphaTest = false;
if (draw == DrawType.TransparentThick) AlphaTest = false;
if (draw == DrawType.Sprite) AlphaTest = false;
}
}
}