Files
OpenRA/OpenRa.Gl/GraphicsDevice.cs
2010-02-15 19:00:10 +13:00

297 lines
9.3 KiB
C#

using System;
using System.Drawing;
using System.IO;
using System.Windows.Forms;
using Tao.OpenGl;
using Tao.Cg;
using Tao.Platform.Windows;
using System.Runtime.InteropServices;
using System.Drawing.Imaging;
namespace OpenRa.GlRenderer
{
public class GraphicsDevice
{
Graphics g;
internal IntPtr dc;
internal IntPtr rc;
internal IntPtr cgContext;
internal int vertexProfile, fragmentProfile;
public static void CheckGlError()
{
var n = Gl.glGetError();
if (n != Gl.GL_NO_ERROR)
throw new InvalidOperationException("GL Error");
}
public GraphicsDevice(Control control, int width, int height, bool fullscreen, bool vsync)
{
g = control.CreateGraphics();
dc = g.GetHdc();
var pfd = new Gdi.PIXELFORMATDESCRIPTOR
{
nSize = (short)Marshal.SizeOf(typeof(Gdi.PIXELFORMATDESCRIPTOR)),
nVersion = 1,
dwFlags = Gdi.PFD_SUPPORT_OPENGL | Gdi.PFD_DRAW_TO_BITMAP | Gdi.PFD_DOUBLEBUFFER,
iPixelType = Gdi.PFD_TYPE_RGBA,
cColorBits = 24,
iLayerType = Gdi.PFD_MAIN_PLANE
};
var iFormat = Gdi.ChoosePixelFormat(dc, ref pfd);
Gdi.SetPixelFormat(dc, iFormat, ref pfd);
rc = Wgl.wglCreateContext(dc);
if (rc == IntPtr.Zero)
throw new InvalidOperationException("can't create wglcontext");
Wgl.wglMakeCurrent(dc, rc);
cgContext = Cg.cgCreateContext();
//Cg.cgSetErrorCallback(CgErrorCallback);
CgGl.cgGLRegisterStates(cgContext);
CgGl.cgGLSetManageTextureParameters(cgContext, true);
vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);
fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);
}
void CgErrorCallback()
{
var err = Cg.cgGetError();
var str = Cg.cgGetErrorString(err);
throw new InvalidOperationException(
string.Format("CG Error: {0}: {1}", err, str));
}
public void EnableScissor(int left, int top, int width, int height)
{
Gl.glScissor(left, top, width, height);
CheckGlError();
Gl.glEnable(Gl.GL_SCISSOR_TEST);
CheckGlError();
}
public void DisableScissor()
{
Gl.glDisable(Gl.GL_SCISSOR_TEST);
CheckGlError();
}
public void Begin() { }
public void End() { }
public void Clear(Color c)
{
Gl.glClearColor(1, 1, 1, 1);
CheckGlError();
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
CheckGlError();
}
public void Present()
{
Wgl.wglSwapBuffers(dc);
CheckGlError();
}
public void DrawIndexedPrimitives(PrimitiveType pt, Range<int> vertices, Range<int> indices) { }
public void DrawIndexedPrimitives(PrimitiveType pt, int numVerts, int numPrimitives) { }
}
public struct Range<T>
{
public Range(T start, T end) { }
}
public class VertexBuffer<T> where T : struct
{
int buffer;
public VertexBuffer(GraphicsDevice dev, int size, VertexFormat fmt)
{
Gl.glGenBuffers(1, out buffer);
GraphicsDevice.CheckGlError();
}
public void SetData(T[] data)
{
Bind();
Gl.glBufferData(Gl.GL_ARRAY_BUFFER,
new IntPtr(Marshal.SizeOf(typeof(T))), data, Gl.GL_DYNAMIC_DRAW);
GraphicsDevice.CheckGlError();
}
public void Bind()
{
Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, buffer);
GraphicsDevice.CheckGlError();
Gl.glVertexPointer(3, Gl.GL_FLOAT, Marshal.SizeOf(typeof(T)), IntPtr.Zero);
GraphicsDevice.CheckGlError();
Gl.glTexCoordPointer(4, Gl.GL_FLOAT, Marshal.SizeOf(typeof(T)), new IntPtr(12));
GraphicsDevice.CheckGlError();
}
bool disposed;
public void Dispose()
{
if (disposed) return;
GC.SuppressFinalize(this);
Gl.glDeleteBuffers(1, ref buffer);
GraphicsDevice.CheckGlError();
disposed = true;
}
//~VertexBuffer() { Dispose(); }
}
public class IndexBuffer : IDisposable
{
int buffer;
public IndexBuffer(GraphicsDevice dev, int size)
{
Gl.glGenBuffers(1, out buffer);
GraphicsDevice.CheckGlError();
}
public void SetData(ushort[] data)
{
Bind();
Gl.glBufferData(Gl.GL_ELEMENT_ARRAY_BUFFER,
new IntPtr(2 * data.Length), data, Gl.GL_DYNAMIC_DRAW);
GraphicsDevice.CheckGlError();
}
public void Bind()
{
Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, buffer);
GraphicsDevice.CheckGlError();
}
bool disposed;
public void Dispose()
{
if (disposed) return;
GC.SuppressFinalize(this);
Gl.glDeleteBuffers(1, ref buffer);
GraphicsDevice.CheckGlError();
disposed = true;
}
//~IndexBuffer() { Dispose(); }
}
public class Shader
{
IntPtr effect;
IntPtr highTechnique;
IntPtr lowTechnique;
GraphicsDevice dev;
public Shader(GraphicsDevice dev, Stream s)
{
this.dev = dev;
var code = new StreamReader(s).ReadToEnd();
effect = Cg.cgCreateEffect(dev.cgContext, code, null);
if (effect == IntPtr.Zero)
{
var err = Cg.cgGetErrorString(Cg.cgGetError());
var results = Cg.cgGetLastListing(dev.cgContext);
throw new InvalidOperationException(
string.Format("Cg compile failed ({0}):\n{1}", err, results));
}
lowTechnique = Cg.cgGetNamedTechnique(effect, "low_quality");
highTechnique = Cg.cgGetNamedTechnique(effect, "high_quality");
if (lowTechnique != IntPtr.Zero && 0 == Cg.cgValidateTechnique(lowTechnique))
lowTechnique = IntPtr.Zero;
if (highTechnique != IntPtr.Zero && 0 == Cg.cgValidateTechnique(highTechnique))
highTechnique = IntPtr.Zero;
if (highTechnique == IntPtr.Zero && lowTechnique == IntPtr.Zero)
throw new InvalidOperationException("No valid techniques");
}
public ShaderQuality Quality { get; set; }
public void Render(Action a)
{
CgGl.cgGLEnableProfile(dev.vertexProfile);
CgGl.cgGLEnableProfile(dev.fragmentProfile);
var technique = Quality == ShaderQuality.High ? highTechnique : lowTechnique;
var pass = Cg.cgGetFirstPass(technique);
while (pass != IntPtr.Zero)
{
Cg.cgSetPassState(pass);
a();
Cg.cgResetPassState(pass);
pass = Cg.cgGetNextPass(pass);
}
CgGl.cgGLDisableProfile(dev.fragmentProfile);
CgGl.cgGLDisableProfile(dev.vertexProfile);
}
public void SetValue(string name, Texture texture)
{
var param = Cg.cgGetNamedEffectParameter(effect, name);
CgGl.cgGLSetTextureParameter(param, texture.texture);
}
public void SetValue(string name, float x, float y)
{
var param = Cg.cgGetNamedEffectParameter(effect, name);
CgGl.cgGLSetParameter2f(param, x, y);
}
public void Commit() { }
}
public class Texture
{
internal int texture;
public Texture(GraphicsDevice dev, Bitmap bitmap)
{
Gl.glGenTextures(1, out texture);
GraphicsDevice.CheckGlError();
SetData(bitmap);
}
public void SetData(Bitmap bitmap)
{
var bits = bitmap.LockBits(
new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly,
PixelFormat.Format32bppArgb);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_BASE_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAX_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, bits.Width, bits.Height,
0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, bits.Scan0); // todo: weird strides
GraphicsDevice.CheckGlError();
bitmap.UnlockBits(bits);
}
}
[Flags]
public enum VertexFormat { Position, Texture2 }
public enum ShaderQuality { Low, High }
public enum PrimitiveType
{
PointList = Gl.GL_POINTS,
LineList = Gl.GL_LINES,
TriangleList = Gl.GL_TRIANGLES
}
}