#region --- License --- /* Copyright (c) 2006, 2007 Stefanos Apostolopoulos * Contributions by Andy Gill. * See license.txt for license info */ #endregion using System; using System.Collections.Generic; using System.Text; using System.Reflection; using OpenTK.Platform; using OpenTK.Math; using OpenTK.OpenGL.Enums; namespace OpenTK.OpenGL { public static partial class Glu { private const string Library = "glu32.dll"; private static Dictionary AvailableExtensions = new Dictionary(); private static bool rebuildExtensionList = true; private static Assembly assembly; private static Type glClass; private static Type delegatesClass; private static Type importsClass; static Glu() { assembly = Assembly.GetExecutingAssembly();//Assembly.Load("OpenTK.OpenGL"); glClass = assembly.GetType("OpenTK.OpenGL.Glu"); delegatesClass = glClass.GetNestedType("Delegates", BindingFlags.Static | BindingFlags.NonPublic); importsClass = glClass.GetNestedType("Imports", BindingFlags.Static | BindingFlags.NonPublic); } #region private static Delegate GetDelegate(string name, Type signature) /// /// Creates a System.Delegate that can be used to call a GLU function, core or extension. /// /// The name of the GLU function (eg. "gluBuild2DMipmaps") /// The signature of the GLU function. /// /// A System.Delegate that can be used to call this GLU function, or null if the specified /// function name did not correspond to an GLU function. /// private static Delegate GetDelegate(string name, Type signature) { MethodInfo m = importsClass.GetMethod(name.Substring(3), BindingFlags.Static | BindingFlags.NonPublic); return GL.GetExtensionDelegate(name, signature) ?? (m != null ? Delegate.CreateDelegate(signature, m) : null); } #endregion #region public static void LoadAll() /// /// Loads all GLU functions (core and extensions). /// /// /// /// Call this function manually whenever you need to update GLU entry points. /// This need will never arise under normal usage patterns. /// /// public static void LoadAll() { FieldInfo[] v = delegatesClass.GetFields(BindingFlags.Static | BindingFlags.NonPublic); foreach (FieldInfo f in v) { f.SetValue(null, GetDelegate(f.Name, f.FieldType)); } AvailableExtensions.Clear(); rebuildExtensionList = true; } #endregion #region public static bool Load(string function) /// /// Tries to reload the given GLU function (core or extension). /// /// The name of the GLU function. /// True if the function was found and reloaded, false otherwise. /// /// /// While the automatic initialisation will load all GLU entry points, in some cases /// the initialization can take place before a render context has been established. /// In this case, use this function to load the entry points for the GLU functions /// you will need, or use LoadAll() to load all available entry points. /// /// /// This function returns true if the given GLU 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); if (f == null) return false; f.SetValue(null, GetDelegate(f.Name, f.FieldType)); rebuildExtensionList = true; return f.GetValue(null) != null; } #endregion #region public static bool SupportsExtension(string name) /// /// Determines whether the specified GLU extension is available in /// the current GLU context. /// /// The string for the GLU extension. /// 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 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 = Glu.GetString(GluStringName.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("1.0")) { AvailableExtensions.Add("VERSION_1_0", true); } else if (version.StartsWith("1.1")) { AvailableExtensions.Add("VERSION_1_0", true); AvailableExtensions.Add("VERSION_1_1", true); } else if (version.StartsWith("1.2")) { AvailableExtensions.Add("VERSION_1_0", true); AvailableExtensions.Add("VERSION_1_1", true); AvailableExtensions.Add("VERSION_1_2", true); } else if (version.StartsWith("1.3")) { AvailableExtensions.Add("VERSION_1_0", true); AvailableExtensions.Add("VERSION_1_1", true); AvailableExtensions.Add("VERSION_1_2", true); AvailableExtensions.Add("VERSION_1_3", true); } string extension_string = Glu.GetString(GluStringName.Extensions); if (String.IsNullOrEmpty(extension_string)) { // no extensions are available return; } string[] extensions = extension_string.Split(' '); foreach (string ext in extensions) { AvailableExtensions.Add(ext, true); } rebuildExtensionList = false; } #endregion public class GLUnurbs { } public class GLUtesselator { } public class GLUquadric { } #region Overloads using OpenTK.Math classes public static void LookAt(Vector3 eye, Vector3 center, Vector3 up) { Delegates.gluLookAt((double)eye.X, (double)eye.Y, (double)eye.Z, (double)center.X, (double)center.Y, (double)center.Z, (double)up.X, (double)up.Y, (double)up.Z); } // One token Project overload, I picked this one because it's CLS compliant, and it // makes reasonably clear which args are inputs and which are outputs. public static Int32 Project(Vector3 obj, double[] model, double[] proj, Int32[] view, out Vector3 win) { unsafe { double winX, winY, winZ; double* winX_ptr = &winX; double* winY_ptr = &winY; double* winZ_ptr = &winZ; fixed (double* model_ptr = model) fixed (double* proj_ptr = proj) fixed (Int32* view_ptr = view) { Int32 retval = Delegates.gluProject((double)obj.X, (double)obj.Y, (double)obj.Z, (double*)model_ptr, (double*)proj_ptr, (Int32*)view_ptr, (double*)winX_ptr, (double*)winY_ptr, (double*)winZ_ptr); win = new Vector3((float)*winX_ptr, (float)*winY_ptr, (float)*winZ_ptr); return retval; } } } public static void TessNormal(int tess, Vector3 normal) { Delegates.gluTessNormal((int)tess, (double)normal.X, (double)normal.Y, (double)normal.Z); } public static Int32 UnProject(Vector3 win, double[] model, double[] proj, Int32[] view, out Vector3 obj) { unsafe { double objX, objY, objZ; double* objX_ptr = &objX; double* objY_ptr = &objY; double* objZ_ptr = &objZ; fixed (double* model_ptr = model) fixed (double* proj_ptr = proj) fixed (Int32* view_ptr = view) { Int32 retval = Delegates.gluUnProject((double)win.X, (double)win.Y, (double)win.Z, (double*)model_ptr, (double*)proj_ptr, (Int32*)view_ptr, (double*)objX_ptr, (double*)objY_ptr, (double*)objZ_ptr); obj = new Vector3((float)*objX_ptr, (float)*objY_ptr, (float)*objZ_ptr); return retval; } } } public static Int32 UnProject4(Vector4 win, double[] model, double[] proj, Int32[] view, double near, double far, out Vector4 obj) { unsafe { double objX, objY, objZ, objW; double* objX_ptr = &objX; double* objY_ptr = &objY; double* objZ_ptr = &objZ; double* objW_ptr = &objW; fixed (double* model_ptr = model) fixed (double* proj_ptr = proj) fixed (Int32* view_ptr = view) { Int32 retval = Delegates.gluUnProject4((double)win.X, (double)win.Y, (double)win.Z, (double)win.W, (double*)model_ptr, (double*)proj_ptr, (Int32*)view_ptr, (double)near, (double)far, (double*)objX_ptr, (double*)objY_ptr, (double*)objZ_ptr, (double*)objW_ptr); obj = new Vector4((float)*objX_ptr, (float)*objY_ptr, (float)*objZ_ptr, (float)*objW_ptr); return retval; } } } #endregion } }