Opentk/Source/OpenTK/OpenGL/GLHelper.cs

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#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Reflection;
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using OpenTK.Platform;
using System.Diagnostics;
using System.Reflection.Emit;
#endregion
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[assembly: CLSCompliant(true)]
namespace OpenTK.OpenGL
{
/// <summary>
/// OpenGL binding for .NET, implementing OpenGL 2.1, plus extensions.
/// </summary>
/// <remarks>
/// <para>
/// OpenTK.OpenGL.GL contains all OpenGL enums and functions defined in the 2.1 specification.
/// The official .spec files can be found at: http://opengl.org/registry/.
/// </para>
/// <para>
/// OpenTK.OpenGL.GL relies on static initialization to obtain the entry points for OpenGL functions.
/// Please ensure that a valid OpenGL context has been made current in the pertinent thread <b>before</b>
/// any OpenGL functions are called (toolkits like GLUT, SDL or GLFW will automatically take care of
/// the context initialization process). Without a valid OpenGL context, OpenTK.OpenGL.GL will only be able
/// to retrieve statically exported entry points (typically corresponding to OpenGL version 1.1 under Windows,
/// 1.3 under Linux and 1.4 under Windows Vista), and extension methods will need to be loaded manually.
/// </para>
/// <para>
/// If you prefer not to rely on static initialisation for the Gl class, you can use the
/// ReloadFunctions or ReloadFunction methods to manually force the initialisation of OpenGL entry points.
/// The ReloadFunctions method should be called whenever you change an existing visual or pixelformat. This
/// generally happens when you change the color/stencil/depth buffer associated with a window (but probably
/// not the resolution). This may or may not be necessary under Linux/MacOS, but is generally required for
/// Windows.
/// </para>
/// <para>
/// You can use the Gl.IsExtensionSupported method to check whether any given category of extension functions
/// exists in the current OpenGL context. The results can be cached to speed up future searches.
/// Keep in mind that different OpenGL contexts may support different extensions, and under different entry
/// points. Always check if all required extensions are still supported when changing visuals or pixel
/// formats.
/// </para>
/// <para>
/// You may retrieve the entry point for an OpenGL function using the GL.GetDelegate method.
/// </para>
/// <para>
/// <see href="http://opengl.org/registry/"/>
/// <seealso cref="GL.SupportsExtension"/>
/// <seealso cref="GL.GetDelegate"/>
/// <seealso cref="GL.LoadAll"/>
/// <seealso cref="GL.Load"/>
/// </para>
/// </remarks>
public static partial class GL
{
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static GL()
{
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assembly = Assembly.GetExecutingAssembly();//Assembly.Load("OpenTK.OpenGL");
glClass = assembly.GetType("OpenTK.OpenGL.GL");
delegatesClass = glClass.GetNestedType("Delegates", BindingFlags.Static | BindingFlags.NonPublic);
importsClass = glClass.GetNestedType("Imports", BindingFlags.Static | BindingFlags.NonPublic);
}
internal static partial class Imports
{
internal static SortedList<string, MethodInfo> import; // This is faster than either Dictionary or SortedDictionary
static Imports()
{
MethodInfo[] methods = importsClass.GetMethods(BindingFlags.Static | BindingFlags.NonPublic);
import = new SortedList<string, MethodInfo>(methods.Length);
foreach (MethodInfo m in methods)
{
import.Add(m.Name, m);
}
}
}
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#region --- Fields ---
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internal const string Library = "opengl32.dll";
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//private static Dictionary<string, bool> AvailableExtensions = new Dictionary<string, bool>();
private static SortedList<string, bool> AvailableExtensions = new SortedList<string, bool>();
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private static bool rebuildExtensionList;
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private static Assembly assembly;
private static Type glClass;
private static Type delegatesClass;
private static Type importsClass;
private static FieldInfo[] delegates;
#endregion
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#region public static bool SupportsExtension(string name)
/// <summary>
/// Determines whether the specified OpenGL extension category is available in
/// the current OpenGL context. Equivalent to IsExtensionSupported(name, true)
/// </summary>
/// <param name="name">The string for the OpenGL extension category (eg. "GL_ARB_multitexture")</param>
/// <returns>True if the specified extension is available, false otherwise.</returns>
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public static bool SupportsExtension(string name)
{
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if (rebuildExtensionList)
{
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BuildExtensionList();
}
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// Search the cache for the string. Note that the cache substitutes
// strings "1.0" to "2.1" with "GL_VERSION_1_0" to "GL_VERSION_2_1"
if (AvailableExtensions.ContainsKey(name))
{
//return AvailableExtensions[name];
return true;
}
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return false;
}
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#endregion
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#region private static void BuildExtensionList()
/// <summary>
/// Builds a cache of the supported extensions to speed up searches.
/// </summary>
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private static void BuildExtensionList()
{
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// Assumes there is an opengl context current.
AvailableExtensions.Clear();
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string version_string = GL.GetString(OpenTK.OpenGL.GL.Enums.StringName.VERSION);
if (String.IsNullOrEmpty(version_string))
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{
throw new ApplicationException("Failed to build extension list. Is there an opengl context current?");
}
string version = version_string.Trim(' ');
if (version.StartsWith("1.2"))
{
AvailableExtensions.Add("VERSION_1_2", true);
}
else if (version.StartsWith("1.3"))
{
AvailableExtensions.Add("VERSION_1_2", true);
AvailableExtensions.Add("VERSION_1_3", true);
}
else if (version.StartsWith("1.4"))
{
AvailableExtensions.Add("VERSION_1_2", true);
AvailableExtensions.Add("VERSION_1_3", true);
AvailableExtensions.Add("VERSION_1_4", true);
}
else if (version.StartsWith("1.5"))
{
AvailableExtensions.Add("VERSION_1_2", true);
AvailableExtensions.Add("VERSION_1_3", true);
AvailableExtensions.Add("VERSION_1_4", true);
AvailableExtensions.Add("VERSION_1_5", true);
}
else if (version.StartsWith("2.0"))
{
AvailableExtensions.Add("VERSION_1_2", true);
AvailableExtensions.Add("VERSION_1_3", true);
AvailableExtensions.Add("VERSION_1_4", true);
AvailableExtensions.Add("VERSION_1_5", true);
AvailableExtensions.Add("VERSION_2_0", true);
}
else if (version.StartsWith("2.1"))
{
AvailableExtensions.Add("VERSION_1_2", true);
AvailableExtensions.Add("VERSION_1_3", true);
AvailableExtensions.Add("VERSION_1_4", true);
AvailableExtensions.Add("VERSION_1_5", true);
AvailableExtensions.Add("VERSION_2_0", true);
AvailableExtensions.Add("VERSION_2_1", true);
}
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string extension_string = GL.GetString(OpenTK.OpenGL.GL.Enums.StringName.EXTENSIONS);
if (String.IsNullOrEmpty(extension_string))
return; // no extensions are available
string[] extensions = extension_string.Split(' ');
foreach (string ext in extensions)
{
AvailableExtensions.Add(ext, true);
}
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rebuildExtensionList = false;
}
#endregion
#region public static Delegate GetDelegate(string name, Type signature)
/// <summary>
/// Creates a System.Delegate that can be used to call an OpenGL function, core or extension.
/// </summary>
/// <param name="name">The name of the OpenGL function (eg. "glNewList")</param>
/// <param name="signature">The signature of the OpenGL function.</param>
/// <returns>
/// A System.Delegate that can be used to call this OpenGL function, or null if the specified
/// function name did not correspond to an OpenGL function.
/// </returns>
public static Delegate GetDelegate(string name, Type signature)
{
MethodInfo m;
return
Utilities.GetExtensionDelegate(name, signature) ??
/*((m = importsClass.GetMethod(name.Substring(2), BindingFlags.Static | BindingFlags.NonPublic)) != null ?*/
(Imports.import.TryGetValue((name.Substring(2)), out m) ?
Delegate.CreateDelegate(signature, m) : null);
}
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#endregion
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#region public static void LoadAll()
/// <summary>
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/// Loads all OpenGL functions (core and extensions).
/// </summary>
/// <remarks>
/// <para>
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/// This function will be automatically called the first time you use any opengl function. There is
/// </para>
/// <para>
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/// Call this function manually whenever you need to update OpenGL entry points.
/// This need may arise if you change the pixelformat/visual, or in case you cannot
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/// (or do not want) to use the automatic initialization of the GL class.
/// </para>
/// </remarks>
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public static void LoadAll()
{
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// Using reflection is more than 3 times faster than directly loading delegates on the first
// run, probably due to code generation overhead. Subsequent runs are faster with direct loading
// than with reflection, but the first time is more significant.
int supported = 0;
if (delegates == null)
{
delegates = delegatesClass.GetFields(BindingFlags.Static | BindingFlags.NonPublic);
}
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Trace.Write("GL.LoadAll(): ");
System.Diagnostics.Stopwatch time = new System.Diagnostics.Stopwatch();
time.Reset();
time.Start();
foreach (FieldInfo f in delegates)
{
Delegate d = GetDelegate(f.Name, f.FieldType);
if (d != null)
{
++supported;
}
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f.SetValue(null, d);
}
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time.Stop();
Trace.WriteLine(String.Format("{0} OpenGL extensions loaded in {1} milliseconds.", supported, time.ElapsedMilliseconds));
time.Reset();
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rebuildExtensionList = true;
}
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static void set(object d, Delegate value)
{
d = value;
}
#endregion
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#region public static bool Load(string function)
/// <summary>
/// Tries to reload the given OpenGL function (core or extension).
/// </summary>
/// <param name="name">The name of the OpenGL function (i.e. glShaderSource)</param>
/// <returns>True if the function was found and reloaded, false otherwise.</returns>
/// <remarks>
/// <para>
/// Use this function if you require greater granularity when loading OpenGL entry points.
/// </para>
/// <para>
/// While the automatic initialisation will load all OpenGL entry points, in some cases
/// the initialisation can take place before an OpenGL Context has been established.
/// In this case, use this function to load the entry points for the OpenGL functions
/// you will need, or use ReloadFunctions() to load all available entry points.
/// </para>
/// <para>
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/// This function returns true if the given OpenGL function is supported, false otherwise.
/// </para>
/// <para>
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/// To query for supported extensions use the IsExtensionSupported() function instead.
/// </para>
/// </remarks>
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public static bool Load(string function)
{
FieldInfo f = delegatesClass.GetField(function, BindingFlags.Static | BindingFlags.NonPublic);
if (f == null)
return false;
Delegate old = f.GetValue(null) as Delegate;
Delegate @new = f.GetValue(null) as Delegate;
if (old.Target != @new.Target)
{
f.SetValue(null, @new);
rebuildExtensionList = true;
return true;
}
return false;
}
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#endregion
#region public static void Color[34]() overloads
public static void Color4(System.Drawing.Color color)
{
GL.Color4(color.R, color.G, color.B, color.A);
}
public static void Color3(System.Drawing.Color color)
{
GL.Color3(color.R, color.G, color.B);
}
#endregion
#region public static void ClearColor() overloads
public static void ClearColor(System.Drawing.Color color)
{
GL.ClearColor(color.R/255.0f, color.G/255.0f, color.B/255.0f, color.A/255.0f);
}
#endregion
}
}