#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; using System.Diagnostics; using System.Reflection.Emit; #endregion [assembly: CLSCompliant(true)] namespace OpenTK.OpenGL { /// /// OpenGL binding for .NET, implementing OpenGL 2.1, plus extensions. /// /// /// /// 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/. /// /// /// 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 before /// 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. /// /// /// 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. /// /// /// 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. /// /// /// You may retrieve the entry point for an OpenGL function using the GL.GetDelegate method. /// /// /// /// /// /// /// /// /// public static partial class GL { static GL() { 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 import; // This is faster than either Dictionary or SortedDictionary static Imports() { MethodInfo[] methods = importsClass.GetMethods(BindingFlags.Static | BindingFlags.NonPublic); import = new SortedList(methods.Length); foreach (MethodInfo m in methods) { import.Add(m.Name, m); } } } #region --- Fields --- internal const string Library = "opengl32.dll"; //private static Dictionary AvailableExtensions = new Dictionary(); private static SortedList AvailableExtensions = new SortedList(); private static bool rebuildExtensionList; private static Assembly assembly; private static Type glClass; private static Type delegatesClass; private static Type importsClass; private static FieldInfo[] delegates; #endregion #region public static bool SupportsExtension(string name) /// /// Determines whether the specified OpenGL extension category is available in /// the current OpenGL context. Equivalent to IsExtensionSupported(name, true) /// /// The string for the OpenGL extension category (eg. "GL_ARB_multitexture") /// True if the specified extension is available, false otherwise. public static bool SupportsExtension(string name) { if (rebuildExtensionList) { BuildExtensionList(); } // 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; } return false; } #endregion #region private static void BuildExtensionList() /// /// Builds a cache of the supported extensions to speed up searches. /// private static void BuildExtensionList() { // Assumes there is an opengl context current. AvailableExtensions.Clear(); string version_string = GL.GetString(OpenTK.OpenGL.GL.Enums.StringName.VERSION); if (String.IsNullOrEmpty(version_string)) { 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); } 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); } rebuildExtensionList = false; } #endregion #region public static Delegate GetDelegate(string name, Type signature) /// /// Creates a System.Delegate that can be used to call an OpenGL function, core or extension. /// /// The name of the OpenGL function (eg. "glNewList") /// The signature of the OpenGL function. /// /// 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. /// public static Delegate GetDelegate(string name, Type signature) { MethodInfo m; return 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); } #endregion #region public static void LoadAll() /// /// Loads all OpenGL functions (core and extensions). /// /// /// /// This function will be automatically called the first time you use any opengl function. There is /// /// /// 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 /// (or do not want) to use the automatic initialization of the GL class. /// /// public static void LoadAll() { // 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); } 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; } f.SetValue(null, d); } time.Stop(); Trace.WriteLine(String.Format("{0} OpenGL extensions loaded in {1} milliseconds.", supported, time.ElapsedMilliseconds)); time.Reset(); rebuildExtensionList = true; } static void set(object d, Delegate value) { d = value; } #endregion #region public static bool Load(string function) /// /// Tries to reload the given OpenGL function (core or extension). /// /// The name of the OpenGL function (i.e. glShaderSource) /// True if the function was found and reloaded, false otherwise. /// /// /// Use this function if you require greater granularity when loading OpenGL entry points. /// /// /// 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. /// /// /// This function returns true if the given OpenGL function is supported, false otherwise. /// /// /// To query for supported extensions use the IsExtensionSupported() function instead. /// /// 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; } #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 #region --- GetProcAddress --- private static IGetProcAddress getProcAddress; internal interface IGetProcAddress { IntPtr GetProcAddress(string function); } internal class GetProcAddressWindows : IGetProcAddress { [System.Runtime.InteropServices.DllImport(Library, EntryPoint = "wglGetProcAddress", ExactSpelling = true)] private static extern IntPtr wglGetProcAddress(String lpszProc); public IntPtr GetProcAddress(string function) { return wglGetProcAddress(function); } } internal class GetProcAddressX11 : IGetProcAddress { [DllImport(Library, EntryPoint = "glXGetProcAddress")] private static extern IntPtr glxGetProcAddress([MarshalAs(UnmanagedType.LPTStr)] string procName); public IntPtr GetProcAddress(string function) { return glxGetProcAddress(function); } } internal class GetProcAddressOSX : IGetProcAddress { private const string Library = "libdl.dylib"; [DllImport(Library, EntryPoint = "NSIsSymbolNameDefined")] private static extern bool NSIsSymbolNameDefined(string s); [DllImport(Library, EntryPoint = "NSLookupAndBindSymbol")] private static extern IntPtr NSLookupAndBindSymbol(string s); [DllImport(Library, EntryPoint = "NSAddressOfSymbol")] private static extern IntPtr NSAddressOfSymbol(IntPtr symbol); public IntPtr GetProcAddress(string function) { string fname = "_" + function; if (!NSIsSymbolNameDefined(fname)) return IntPtr.Zero; IntPtr symbol = NSLookupAndBindSymbol(fname); if (symbol != IntPtr.Zero) symbol = NSAddressOfSymbol(symbol); return symbol; } } #region private static IntPtr GetAddress(string function) /// /// Retrieves the entry point for a dynamically exported OpenGL function. /// /// The function string for the OpenGL function (eg. "glNewList") /// /// An IntPtr contaning the address for the entry point, or IntPtr.Zero if the specified /// OpenGL function is not dynamically exported. /// /// /// /// The Marshal.GetDelegateForFunctionPointer method can be used to turn the return value /// into a call-able delegate. /// /// /// This function is cross-platform. It determines the underlying platform and uses the /// correct wgl, glx or agl GetAddress function to retrieve the function pointer. /// /// /// /// private static IntPtr GetAddress(string function) { if (getProcAddress == null) { if (System.Environment.OSVersion.Platform == PlatformID.Win32NT || System.Environment.OSVersion.Platform == PlatformID.Win32S || System.Environment.OSVersion.Platform == PlatformID.Win32Windows || System.Environment.OSVersion.Platform == PlatformID.WinCE) { getProcAddress = new GetProcAddressWindows(); } else if (System.Environment.OSVersion.Platform == PlatformID.Unix) { getProcAddress = new GetProcAddressX11(); } else { throw new PlatformNotSupportedException( "Extension loading is only supported under X11 and Windows. We are sorry for the inconvience."); } } return getProcAddress.GetProcAddress(function); } #endregion #region internal static Delegate GetExtensionDelegate(string name, Type signature) /// /// Creates a System.Delegate that can be used to call a dynamically exported OpenGL function. /// /// The name of the OpenGL function (eg. "glNewList") /// The signature of the OpenGL function. /// /// A System.Delegate that can be used to call this OpenGL function or null /// if the function is not available in the current OpenGL context. /// internal static Delegate GetExtensionDelegate(string name, Type signature) { IntPtr address = GetAddress(name); if (address == IntPtr.Zero || address == new IntPtr(1) || // Workaround for buggy nvidia drivers which return address == new IntPtr(2)) // 1 or 2 instead of IntPtr.Zero for some extensions. { return null; } else { return Marshal.GetDelegateForFunctionPointer(address, signature); } } #endregion #endregion } }