#region License // // The Open Toolkit Library License // // Copyright (c) 2006 - 2009 the Open Toolkit library. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights to // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of // the Software, and to permit persons to whom the Software is furnished to do // so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR // OTHER DEALINGS IN THE SOFTWARE. // #endregion using System; using System.Collections.Generic; using System.Text; namespace OpenTK.Graphics.ES20 { /// /// Provides access to OpenGL ES 2.0 methods. /// public sealed partial class GL : GraphicsBindingsBase { const string Library = "libGLESv2.dll"; #region Helper Overloads #pragma warning disable 3019 #pragma warning disable 1591 #pragma warning disable 1572 #pragma warning disable 1573 // Note: Mono 1.9.1 truncates StringBuilder results (for 'out string' parameters). // We work around this issue by doubling the StringBuilder capacity. #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); } public static void ClearColor(Color4 color) { GL.ClearColor(color.R, color.G, color.B, color.A); } #endregion #region public static void BlendColor() overloads public static void BlendColor(System.Drawing.Color color) { GL.BlendColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f); } #endregion #region Uniform [CLSCompliant(false)] public static void Uniform2(int location, ref Vector2 vector) { GL.Uniform2(location, vector.X, vector.Y); } [CLSCompliant(false)] public static void Uniform3(int location, ref Vector3 vector) { GL.Uniform3(location, vector.X, vector.Y, vector.Z); } [CLSCompliant(false)] public static void Uniform4(int location, ref Vector4 vector) { GL.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W); } public static void Uniform2(int location, Vector2 vector) { GL.Uniform2(location, vector.X, vector.Y); } public static void Uniform3(int location, Vector3 vector) { GL.Uniform3(location, vector.X, vector.Y, vector.Z); } public static void Uniform4(int location, Vector4 vector) { GL.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W); } public static void Uniform4(int location, Color4 color) { GL.Uniform4(location, color.R, color.G, color.B, color.A); } public static void Uniform4(int location, Quaternion quaternion) { GL.Uniform4(location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W); } public static void UniformMatrix4(int location, bool transpose, ref Matrix4 matrix) { unsafe { fixed (float* matrix_ptr = &matrix.Row0.X) { GL.UniformMatrix4(location, 1, transpose, matrix_ptr); } } } #endregion #region Shaders #region GetActiveAttrib public static string GetActiveAttrib(int program, int index, out int size, out ActiveAttribType type) { int length; GetProgram(program, ProgramParameter.ActiveAttributeMaxLength, out length); StringBuilder sb = new StringBuilder(length == 0 ? 1 : length * 2); GetActiveAttrib(program, index, sb.Capacity, out length, out size, out type, sb); return sb.ToString(); } #endregion #region GetActiveUniform public static string GetActiveUniform(int program, int uniformIndex, out int size, out ActiveUniformType type) { int length; GetProgram(program, ProgramParameter.ActiveUniformMaxLength, out length); StringBuilder sb = new StringBuilder(length == 0 ? 1 : length); GetActiveUniform(program, uniformIndex, sb.Capacity, out length, out size, out type, sb); return sb.ToString(); } #endregion #region public static void ShaderSource(Int32 shader, System.String @string) public static void ShaderSource(Int32 shader, System.String @string) { unsafe { int length = @string.Length; GL.ShaderSource((UInt32)shader, 1, new string[] { @string }, &length); } } #endregion #region public static string GetShaderInfoLog(Int32 shader) public static string GetShaderInfoLog(Int32 shader) { string info; GetShaderInfoLog(shader, out info); return info; } #endregion #region public static void GetShaderInfoLog(Int32 shader, out string info) public static void GetShaderInfoLog(Int32 shader, out string info) { unsafe { int length; GL.GetShader(shader, ShaderParameter.InfoLogLength, out length); if (length == 0) { info = String.Empty; return; } StringBuilder sb = new StringBuilder(length * 2); GL.GetShaderInfoLog((UInt32)shader, sb.Capacity, &length, sb); info = sb.ToString(); } } #endregion #region public static string GetProgramInfoLog(Int32 program) public static string GetProgramInfoLog(Int32 program) { string info; GetProgramInfoLog(program, out info); return info; } #endregion #region public static void GetProgramInfoLog(Int32 program, out string info) public static void GetProgramInfoLog(Int32 program, out string info) { unsafe { int length; GL.GetProgram(program, ProgramParameter.InfoLogLength, out length); if (length == 0) { info = String.Empty; return; } StringBuilder sb = new StringBuilder(length * 2); GL.GetProgramInfoLog((UInt32)program, sb.Capacity, &length, sb); info = sb.ToString(); } } #endregion #endregion #region public static void VertexAttrib2(Int32 index, ref Vector2 v) [CLSCompliant(false)] public static void VertexAttrib2(Int32 index, ref Vector2 v) { GL.VertexAttrib2(index, v.X, v.Y); } #endregion #region public static void VertexAttrib3(Int32 index, ref Vector3 v) [CLSCompliant(false)] public static void VertexAttrib3(Int32 index, ref Vector3 v) { GL.VertexAttrib3(index, v.X, v.Y, v.Z); } #endregion #region public static void VertexAttrib4(Int32 index, ref Vector4 v) [CLSCompliant(false)] public static void VertexAttrib4(Int32 index, ref Vector4 v) { GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W); } #endregion #region public static void VertexAttrib2(Int32 index, Vector2 v) public static void VertexAttrib2(Int32 index, Vector2 v) { GL.VertexAttrib2(index, v.X, v.Y); } #endregion #region public static void VertexAttrib3(Int32 index, Vector3 v) public static void VertexAttrib3(Int32 index, Vector3 v) { GL.VertexAttrib3(index, v.X, v.Y, v.Z); } #endregion #region public static void VertexAttrib4(Int32 index, Vector4 v) public static void VertexAttrib4(Int32 index, Vector4 v) { GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W); } #endregion #region public static int GenTexture() public static int GenTexture() { int id; GenTextures(1, out id); return id; } #endregion #region public static void DeleteTexture(int id) public static void DeleteTexture(int id) { DeleteTextures(1, ref id); } #endregion #region Get[Float|Double] public static void GetFloat(GetPName pname, out Vector2 vector) { unsafe { fixed (Vector2* ptr = &vector) GetFloat(pname, (float*)ptr); } } public static void GetFloat(GetPName pname, out Vector3 vector) { unsafe { fixed (Vector3* ptr = &vector) GetFloat(pname, (float*)ptr); } } public static void GetFloat(GetPName pname, out Vector4 vector) { unsafe { fixed (Vector4* ptr = &vector) GetFloat(pname, (float*)ptr); } } public static void GetFloat(GetPName pname, out Matrix4 matrix) { unsafe { fixed (Matrix4* ptr = &matrix) GetFloat(pname, (float*)ptr); } } #endregion #region Viewport public static void Viewport(System.Drawing.Size size) { GL.Viewport(0, 0, size.Width, size.Height); } public static void Viewport(System.Drawing.Point location, System.Drawing.Size size) { GL.Viewport(location.X, location.Y, size.Width, size.Height); } public static void Viewport(System.Drawing.Rectangle rectangle) { GL.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height); } #endregion #pragma warning restore 3019 #pragma warning restore 1591 #pragma warning restore 1572 #pragma warning restore 1573 #endregion } }