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|
#region License
/*
Microsoft Public License (Ms-PL)
MonoGame - Copyright © 2009 The MonoGame Team
All rights reserved.
This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
accept the license, do not use the software.
1. Definitions
The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
U.S. copyright law.
A "contribution" is the original software, or any additions or changes to the software.
A "contributor" is any person that distributes its contribution under this license.
"Licensed patents" are a contributor's patent claims that read directly on its contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
your patent license from such contributor to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
notices that are present in the software.
(D) If you distribute any portion of the software in source code form, you may do so only under this license by including
a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
code form, you may only do so under a license that complies with this license.
(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
purpose and non-infringement.
*/
#endregion License
using System;
using OpenTK.Graphics.OpenGL;
using Microsoft.Xna.Framework;
using System.Runtime.InteropServices;
using System.Collections.Generic;
namespace Microsoft.Xna.Framework.Graphics
{
public class GraphicsDevice : IDisposable
{
private All _preferedFilter;
private int _activeTexture = -1;
private Viewport _viewport;
private bool _isDisposed = false;
private DisplayMode _displayMode;
private RenderState _renderState;
internal GraphicsDeviceManager mngr;
private BlendState _blendState = BlendState.Opaque;
private DepthStencilState _depthStencilState = DepthStencilState.Default;
private SamplerStateCollection _samplerStates = new SamplerStateCollection();
internal List<IntPtr> _pointerCache = new List<IntPtr>();
private VertexBuffer _vertexBuffer = null;
private IndexBuffer _indexBuffer = null;
public TextureCollection Textures { get; set; }
private uint VboIdArray;
private RenderTargetBinding[] currentRenderTargets;
public RasterizerState RasterizerState { get; set; }
internal All PreferedFilter
{
get
{
return _preferedFilter;
}
set
{
_preferedFilter = value;
}
}
internal int ActiveTexture
{
get
{
return _activeTexture;
}
set
{
_activeTexture = value;
}
}
public bool IsDisposed
{
get
{
return _isDisposed;
}
}
public bool IsContentLost
{
get
{
// We will just return IsDisposed for now
// as that is the only case I can see for now
return IsDisposed;
}
}
public GraphicsDevice()
{
// Initialize the main viewport
_viewport = new Viewport();
_viewport.X = 0;
_viewport.Y = 0;
_viewport.Width = DisplayMode.Width;
_viewport.Height = DisplayMode.Height;
_viewport.MinDepth = 0.0f;
_viewport.MaxDepth = 1.0f;
Textures = new TextureCollection();
// Init RenderState
RasterizerState = new RasterizerState();
}
internal GraphicsDevice(GraphicsDeviceManager mngr)
{
this.mngr = mngr;
_displayMode = new DisplayMode(this.mngr.PreferredBackBufferWidth, this.mngr.PreferredBackBufferHeight);
Textures = new TextureCollection();
// Init RenderState
_renderState = new RenderState();
SizeChanged(this.mngr.PreferredBackBufferWidth, this.mngr.PreferredBackBufferHeight);
}
internal void SizeChanged(int width, int height)
{
_displayMode = new DisplayMode(width, height);
// Initialize the main viewport
_viewport = new Viewport();
_viewport.X = 0;
_viewport.Y = 0;
_viewport.Width = DisplayMode.Width;
_viewport.Height = DisplayMode.Height;
if (PresentationParameters != null) {
PresentationParameters.BackBufferWidth = width;
PresentationParameters.BackBufferHeight = height;
}
}
public BlendState BlendState
{
get { return _blendState; }
set
{
// ToDo check for invalid state
_blendState = value;
}
}
public DepthStencilState DepthStencilState
{
get { return _depthStencilState; }
set
{
_depthStencilState = value;
}
}
public SamplerStateCollection SamplerStates
{
get
{
var temp = _samplerStates;
return temp;
}
}
public void Clear(Color color)
{
Vector4 vector = color.ToVector4();
// The following was not working with Color.Transparent
// Once we get some regression tests take the following out
//GL.ClearColor (vector.X, vector.Y, vector.Z, 1.0f);
GL.ClearColor(vector.X, vector.Y, vector.Z, vector.W);
GL.Clear(ClearBufferMask.ColorBufferBit);
}
public void Clear(ClearOptions options, Color color, float depth, int stencil)
{
Clear(options, color.ToVector4(), depth, stencil);
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
{
GL.ClearColor(color.X, color.Y, color.Z, color.W);
GL.ClearDepth(depth);
GL.ClearStencil(stencil);
GL.Clear((ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit));
}
public void Clear(ClearOptions options, Color color, float depth, int stencil, Rectangle[] regions)
{
throw new NotImplementedException();
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil, Rectangle[] regions)
{
throw new NotImplementedException();
}
public void Dispose()
{
_isDisposed = true;
}
protected virtual void Dispose(bool aReleaseEverything)
{
if (aReleaseEverything)
{
}
_isDisposed = true;
}
public void Present()
{
}
public void Present(Rectangle? sourceRectangle, Rectangle? destinationRectangle, IntPtr overrideWindowHandle)
{
throw new NotImplementedException();
}
public void Reset()
{
throw new NotImplementedException();
}
public void Reset(Microsoft.Xna.Framework.Graphics.PresentationParameters presentationParameters)
{
throw new NotImplementedException();
}
public void Reset(Microsoft.Xna.Framework.Graphics.PresentationParameters presentationParameters, GraphicsAdapter graphicsAdapter)
{
throw new NotImplementedException();
}
public Microsoft.Xna.Framework.Graphics.DisplayMode DisplayMode
{
get
{
return _displayMode;
}
}
public Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities GraphicsDeviceCapabilities
{
get
{
throw new NotImplementedException();
}
}
public Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus GraphicsDeviceStatus
{
get
{
throw new NotImplementedException();
}
}
public Microsoft.Xna.Framework.Graphics.PresentationParameters PresentationParameters
{
get;
set;
}
public Microsoft.Xna.Framework.Graphics.Viewport Viewport
{
get
{
return _viewport;
}
set
{
_viewport = value;
}
}
public Microsoft.Xna.Framework.Graphics.GraphicsProfile GraphicsProfile
{
get;
set;
}
public VertexDeclaration VertexDeclaration
{
get;
set;
}
Rectangle _scissorRectangle;
public Rectangle ScissorRectangle
{
get
{
return _scissorRectangle;
}
set
{
_scissorRectangle = value;
switch (this.PresentationParameters.DisplayOrientation )
{
case DisplayOrientation.Portrait :
{
_scissorRectangle.Y = _viewport.Height - _scissorRectangle.Y - _scissorRectangle.Height;
break;
}
case DisplayOrientation.LandscapeLeft :
{
var x = _scissorRectangle.X;
_scissorRectangle.X = _viewport.Width - _scissorRectangle.Height - _scissorRectangle.Y;
_scissorRectangle.Y = _viewport.Height - _scissorRectangle.Width - x;
// Swap Width and Height
var w = _scissorRectangle.Width;
_scissorRectangle.Width = _scissorRectangle.Height;
_scissorRectangle.Height = w;
break;
}
case DisplayOrientation.LandscapeRight :
{
var x = _scissorRectangle.X;
_scissorRectangle.X = _scissorRectangle.Y;
_scissorRectangle.Y = x;
var w = _scissorRectangle.Width;
_scissorRectangle.Width = _scissorRectangle.Height;
_scissorRectangle.Height = w;
break;
}
case DisplayOrientation.PortraitUpsideDown :
{
_scissorRectangle.Y = _scissorRectangle.X;
_scissorRectangle.X = _viewport.Width - _scissorRectangle.X - _scissorRectangle.Width;
break;
}
case DisplayOrientation.Default :
{
_scissorRectangle.Y = _viewport.Height - _scissorRectangle.Y - _scissorRectangle.Height;
break;
}
}
}
}
public BeginMode PrimitiveTypeGL11(PrimitiveType primitiveType)
{
switch (primitiveType)
{
case PrimitiveType.LineList:
return BeginMode.Lines;
case PrimitiveType.LineStrip:
return BeginMode.LineStrip;
case PrimitiveType.TriangleList:
return BeginMode.Triangles;
case PrimitiveType.TriangleStrip:
return BeginMode.TriangleStrip;
}
throw new NotImplementedException();
}
public void SetVertexBuffer(VertexBuffer vertexBuffer)
{
_vertexBuffer = vertexBuffer;
GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer._bufferStore);
}
private void SetIndexBuffer(IndexBuffer indexBuffer)
{
_indexBuffer = indexBuffer;
GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffer._bufferStore);
}
public IndexBuffer Indices { set { SetIndexBuffer(value); } }
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numbVertices, int startIndex, int primitiveCount)
{
if (minVertexIndex > 0 || baseVertex > 0)
throw new NotImplementedException("baseVertex > 0 and minVertexIndex > 0 are not supported");
// we need to reset vertex states afterwards
resetVertexStates = true;
// Set up our Graphics States
SetGraphicsStates();
// Unbind the VBOs
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
//Create VBO if not created already
if (VboIdArray == 0)
GL.GenBuffers(1, out VboIdArray);
if (VboIdElement == 0)
GL.GenBuffers(1, out VboIdElement);
// Bind the VBO
GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, VboIdElement);
////Clear previous data
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
//Get VertexDeclaration
var vd = _vertexBuffer.VertexDeclaration;
if (vd == null)
{
vd = VertexDeclaration.FromType(_vertexBuffer._type);
}
//Pin data
var handle = GCHandle.Alloc(_vertexBuffer, GCHandleType.Pinned);
var handle2 = GCHandle.Alloc(_vertexBuffer, GCHandleType.Pinned);
//Buffer data to VBO; This should use stream when we move to ES2.0
GL.BufferData(BufferTarget.ArrayBuffer,
(IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)),
_vertexBuffer._bufferPtr,
BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ElementArrayBuffer,
(IntPtr)(sizeof(ushort) * GetElementCountArray(primitiveType, primitiveCount)),
_indexBuffer._bufferPtr,
BufferUsageHint.DynamicDraw);
//Setup VertexDeclaration
VertexDeclaration.PrepareForUse(vd);
//Draw
GL.DrawElements(PrimitiveTypeGL11(primitiveType),
GetElementCountArray(primitiveType, primitiveCount),
DrawElementsType.UnsignedShort,
(IntPtr)(startIndex * sizeof(ushort)));
// Free resources
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
handle.Free();
handle2.Free();
UnsetGraphicsStates();
}
internal void SetGraphicsStates()
{
GL.PushMatrix();
// Set up our Rasterizer States
GLStateManager.SetRasterizerStates(RasterizerState);
GLStateManager.SetBlendStates(BlendState);
}
bool resetVertexStates = false;
internal void UnsetGraphicsStates()
{
// Make sure we are not user any shaders
GL.UseProgram(0);
// if primitives were used then we need to reset them
if (resetVertexStates)
{
GLStateManager.VertexArray(false);
GLStateManager.ColorArray(false);
GLStateManager.NormalArray(false);
GLStateManager.TextureCoordArray(false);
resetVertexStates = false;
}
GL.PopMatrix();
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount) where T : struct, IVertexType
{
// we need to reset vertex states afterwards
resetVertexStates = true;
// Set up our Graphics States
SetGraphicsStates();
// Unbind the VBOs
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
//Create VBO if not created already
if (VboIdArray == 0)
GL.GenBuffers(1, out VboIdArray);
// Bind the VBO
GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
////Clear previous data
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
//Get VertexDeclaration
var vd = VertexDeclaration.FromType(typeof(T));
//Pin data
var handle = GCHandle.Alloc(vertexData, GCHandleType.Pinned);
//Buffer data to VBO; This should use stream when we move to ES2.0
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)), vertexData, BufferUsageHint.DynamicDraw);
//Setup VertexDeclaration
VertexDeclaration.PrepareForUse(vd);
//Draw
GL.DrawArrays(PrimitiveTypeGL11(primitiveType), vertexOffset, GetElementCountArray(primitiveType, primitiveCount));
// Free resources
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
handle.Free();
// Unset our Graphics States
UnsetGraphicsStates();
}
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
// we need to reset vertex states afterwards
resetVertexStates = true;
// Set up our Graphics States
SetGraphicsStates();
// Unbind the VBOs
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
//Create VBO if not created already
if (VboIdArray == 0)
GL.GenBuffers(1, out VboIdArray);
// Bind the VBO
GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
////Clear previous data
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
//Get VertexDeclaration
//var vd = VertexDeclaration.FromType(typeof(T));
//Pin data
var handle = GCHandle.Alloc(vertexData, GCHandleType.Pinned);
//Buffer data to VBO; This should use stream when we move to ES2.0
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertexDeclaration.VertexStride * GetElementCountArray(primitiveType, primitiveCount)), vertexData, BufferUsageHint.DynamicDraw);
//Setup VertexDeclaration
VertexDeclaration.PrepareForUse(vertexDeclaration);
//Draw
GL.DrawArrays(PrimitiveTypeGL11(primitiveType), vertexOffset, GetElementCountArray(primitiveType, primitiveCount));
// Free resources
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
handle.Free();
// Unset our Graphics States
UnsetGraphicsStates();
}
public void DrawPrimitives(PrimitiveType primitiveType, int vertexStart, int primitiveCount)
{
// we need to reset vertex states afterwards
resetVertexStates = true;
// Set up our Graphics States
SetGraphicsStates();
// Unbind the VBOs
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
//Create VBO if not created already
if (VboIdArray == 0)
GL.GenBuffers(1, out VboIdArray);
// Bind the VBO
GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
////Clear previous data
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
//Get VertexDeclaration
var vd = _vertexBuffer.VertexDeclaration;
if (vd == null)
{
vd = VertexDeclaration.FromType(_vertexBuffer._type);
}
//Pin data
var handle = GCHandle.Alloc(_vertexBuffer, GCHandleType.Pinned);
//Buffer data to VBO; This should use stream when we move to ES2.0
GL.BufferData(BufferTarget.ArrayBuffer,
(IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)),
_vertexBuffer._bufferPtr,
BufferUsageHint.DynamicDraw);
//Setup VertexDeclaration
VertexDeclaration.PrepareForUse(vd);
//Draw
GL.DrawArrays(PrimitiveTypeGL11(primitiveType), vertexStart, GetElementCountArray(primitiveType, primitiveCount));
// Free resources
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
handle.Free();
// Unset our Graphics States
UnsetGraphicsStates();
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int vertexCount, short[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType
{
// we need to reset vertex states afterwards
resetVertexStates = true;
// Set up our Graphics States
SetGraphicsStates();
// Unbind the VBOs
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
//Create VBO if not created already
if (VboIdArray == 0)
GL.GenBuffers(1, out VboIdArray);
if (VboIdElement == 0)
GL.GenBuffers(1, out VboIdElement);
// Bind the VBO
GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, VboIdElement);
////Clear previous data
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
//Get VertexDeclaration
var vd = VertexDeclaration.FromType(typeof(T));
//Pin data
var handle = GCHandle.Alloc(vertexData, GCHandleType.Pinned);
var handle2 = GCHandle.Alloc(vertexData, GCHandleType.Pinned);
//Buffer data to VBO; This should use stream when we move to ES2.0
// int vds = vd.VertexStride;
// int ec = GetElementCountArray(primitiveType, primitiveCount);
// int sec = vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount);
// IntPtr ip = (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount));
// IntPtr ip2 = new IntPtr(handle.AddrOfPinnedObject().ToInt64() + (vertexOffset * vd.VertexStride));
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)),
new IntPtr(handle.AddrOfPinnedObject().ToInt64() + (vertexOffset * vd.VertexStride)), BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(sizeof(ushort) * GetElementCountArray(primitiveType, primitiveCount)), indexData, BufferUsageHint.DynamicDraw);
//Setup VertexDeclaration
VertexDeclaration.PrepareForUse(vd);
//Draw
GL.DrawElements(PrimitiveTypeGL11(primitiveType), GetElementCountArray(primitiveType, primitiveCount), DrawElementsType.UnsignedShort, (IntPtr)(indexOffset * sizeof(ushort)));
// Free resources
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
handle.Free();
handle2.Free();
// Unset our Graphics States
UnsetGraphicsStates();
}
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int vertexCount, int[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType
{
// we need to reset vertex states afterwards
resetVertexStates = true;
// Set up our Graphics States
SetGraphicsStates();
// Unbind the VBOs
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
//Create VBO if not created already
if (VboIdArray == 0)
GL.GenBuffers(1, out VboIdArray);
if (VboIdElement == 0)
GL.GenBuffers(1, out VboIdElement);
// Bind the VBO
GL.BindBuffer(BufferTarget.ArrayBuffer, VboIdArray);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, VboIdElement);
////Clear previous data
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)0, (IntPtr)null, BufferUsageHint.DynamicDraw);
//Get VertexDeclaration
var vd = VertexDeclaration.FromType(typeof(T));
//Pin data
var handle = GCHandle.Alloc(vertexData, GCHandleType.Pinned);
var handle2 = GCHandle.Alloc(vertexData, GCHandleType.Pinned);
//Buffer data to VBO; This should use stream when we move to ES2.0
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vd.VertexStride * GetElementCountArray(primitiveType, primitiveCount)), new IntPtr(handle.AddrOfPinnedObject().ToInt64() + (vertexOffset * vd.VertexStride)), BufferUsageHint.DynamicDraw);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(sizeof(uint) * GetElementCountArray(primitiveType, primitiveCount)), indexData, BufferUsageHint.DynamicDraw);
//Setup VertexDeclaration
VertexDeclaration.PrepareForUse(vd);
//Draw
GL.DrawElements(PrimitiveTypeGL11(primitiveType), GetElementCountArray(primitiveType, primitiveCount), DrawElementsType.UnsignedInt, (IntPtr)(indexOffset * sizeof(uint)));
// Free resources
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
handle.Free();
handle2.Free();
// Unset our Graphics States
UnsetGraphicsStates();
}
public int GetElementCountArray(PrimitiveType primitiveType, int primitiveCount)
{
//TODO: Overview the calculation
switch (primitiveType)
{
case PrimitiveType.LineList:
return primitiveCount * 2;
case PrimitiveType.LineStrip:
return 3 + (primitiveCount - 1); // ???
case PrimitiveType.TriangleList:
return primitiveCount * 2;
case PrimitiveType.TriangleStrip:
return 3 + (primitiveCount - 1); // ???
}
throw new NotSupportedException();
}
public void SetRenderTarget(RenderTarget2D renderTarget)
{
if (renderTarget == null)
{
// Detach the render buffers.
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, 0);
// delete the RBO's
GL.DeleteRenderbuffers(renderBufferIDs.Length,renderBufferIDs);
// delete the FBO
GL.DeleteFramebuffers(1, ref framebufferId);
// Set the frame buffer back to the system window buffer
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
else {
SetRenderTargets(new RenderTargetBinding(renderTarget));
}
}
private int framebufferId = -1;
int[] renderBufferIDs;
private int VboIdElement;
public void SetRenderTargets (params RenderTargetBinding[] renderTargets)
{
currentRenderTargets = renderTargets;
if (currentRenderTargets != null) {
// http://www.songho.ca/opengl/gl_fbo.html
// create framebuffer
GL.GenFramebuffers(1, out framebufferId);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, framebufferId);
renderBufferIDs = new int[currentRenderTargets.Length];
GL.GenRenderbuffers(currentRenderTargets.Length, renderBufferIDs);
for (int i = 0; i < currentRenderTargets.Length; i++) {
RenderTarget2D target = (RenderTarget2D)currentRenderTargets[0].RenderTarget;
// attach the texture to FBO color attachment point
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0,
TextureTarget.Texture2D, (int)target.ID,0);
// create a renderbuffer object to store depth info
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderBufferIDs[i]);
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent24,
target.Width, target.Height);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderBufferIDs[i]);
// attach the renderbuffer to depth attachment point
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment
, RenderbufferTarget.Renderbuffer, renderBufferIDs[i]);
}
FramebufferErrorCode status = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
if (status != FramebufferErrorCode.FramebufferComplete)
throw new Exception("Error creating framebuffer: " + status);
}
}
public RenderTargetBinding[] GetRenderTargets ()
{
return currentRenderTargets;
}
}
}
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