Opentk/Source/OpenTK/Graphics/OpenGL/GL/GLHelper.cs
the_fiddler 37c40f16eb Renamed ColorDepth to ColorFormat, to avoid class with System.Drawing.ColorDepth.
Update X11 stack to use System.Windows.Forms.XPlatUI for its Display, Screen and RootWindow.
Fixed mode setting for X11GLControl.
Fixed X11 shutdown (was generating X11 errors).
Added DeviceContext getter to WinWindowInfo.
Made IWindowInfo disposable.
Added documentation to many public methods.
Worked around a Mono 1.2.4 bug with Handle creation on Windows.Forms.Control.
Updated GL.BuildExtensionList to correctly parse GL_VERSION when in indirect rendering mode.
Fixed crash errors in X11GLContext.CreateContext and X11GraphicsMode.
Added a ref overload to Glx.ChooseVisual()
IGraphicsContext.MakeCurrent now takes an IWindowInfo parameter. This allows the user to change to window is context is bound to (untested).
Renamed XyzWindowInfo.Handle to XyzWindowInfo.WindowHandle.
2008-03-03 12:44:56 +00:00

779 lines
29 KiB
C#

#region --- License ---
/* Copyright (c) 2006-2008 the OpenTK team.
* See license.txt for license info
*
* Contributions by Andy Gill.
*/
#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;
using OpenTK.Math;
#endregion
// Add a dummy namespace to keep old code compiling.
namespace OpenTK.Graphics.OpenGL.Enums
{
internal static class Dummy { }
}
namespace OpenTK.Graphics.OpenGL
{
/// <summary>
/// OpenGL binding for .NET, implementing OpenGL 2.1, plus extensions.
/// </summary>
/// <remarks>
/// <para>
/// This class 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> A valid OpenGL context must be created before calling any OpenGL function.</para>
/// <para>
/// Use the GL.Load and GL.LoadAll methods to prepare function entry points prior to use. To maintain
/// cross-platform compatibility, this must be done for both core and extension functions. The GameWindow
/// and the GLControl class will take care of this automatically.
/// </para>
/// <para>
/// You can use the GL.SupportsExtension method to check whether any given category of extension functions
/// exists in the current OpenGL context. 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>
/// </remarks>
/// <see href="http://opengl.org/registry/"/>
/// <seealso cref="GL.SupportsExtension"/>
/// <seealso cref="GL.GetDelegate"/>
/// <seealso cref="GL.LoadAll"/>
/// <seealso cref="GL.Load"/>
public static partial class GL
{
delegate void VoidGLDelegate(object @class, object[] parameters);
delegate object ObjectGLDelegate(object @class, object[] parameters);
#region --- Fields ---
internal const string Library = "opengl32.dll";
static StringBuilder sb = new StringBuilder();
static object gl_lock = new object();
private static SortedList<string, bool> AvailableExtensions = new SortedList<string, bool>();
private static bool rebuildExtensionList;
private static Type glClass;
private static Type delegatesClass;
private static Type importsClass;
#endregion
#region --- Constructor ---
static GL()
{
glClass = typeof(GL);
delegatesClass = glClass.GetNestedType("Delegates", BindingFlags.Static | BindingFlags.NonPublic);
importsClass = glClass.GetNestedType("Imports", BindingFlags.Static | BindingFlags.NonPublic);
}
#endregion
#region --- Imports ---
internal static partial class Imports
{
internal static SortedList<string, MethodInfo> FunctionMap; // This is faster than either Dictionary or SortedDictionary
static Imports()
{
MethodInfo[] methods = importsClass.GetMethods(BindingFlags.Static | BindingFlags.NonPublic);
FunctionMap = new SortedList<string, MethodInfo>(methods.Length);
foreach (MethodInfo m in methods)
{
FunctionMap.Add(m.Name, m);
}
}
}
#endregion
#region --- Public Methods ---
#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>
public static bool SupportsExtension(string name)
{
if (rebuildExtensionList)
BuildExtensionList();
lock (gl_lock)
{
sb.Remove(0, sb.Length);
if (!name.StartsWith("GL_"))
sb.Append("gl_");
sb.Append(name.ToLower());
// Search the cache for the string.
return AvailableExtensions.ContainsKey(sb.ToString());
}
}
#endregion
#region public static Delegate GetDelegate(string name)
/// <summary>
/// Returns a System.Delegate wrapping the specified OpenGL function. You must use the
/// base OpenGL name of the function (e.g. "glVertex3fv" instead of "Vertex3").
/// </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 does not correspond to an OpenGL function or if the function is not
/// supported by the video drivers.
/// </returns>
public static Delegate GetDelegate(string name)
{
FieldInfo info = typeof(Delegates).GetField(name, BindingFlags.Static | BindingFlags.NonPublic);
if (info == null)
return null;
return (Delegate)info.GetValue(null);
}
#endregion
#region public static Delegate GetDelegate(string name, Type signature)
/// <summary>
/// Returns a System.Delegate wrapping an OpenGL function.
/// </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>
[Obsolete("Use GetDelegate(string name) instead.")]
public static Delegate GetDelegate(string name, Type signature)
{
return LoadDelegate(name, signature);
}
#endregion
#region public static void LoadAll()
/// <summary>
/// Loads all OpenGL functions (core and extensions).
/// </summary>
/// <remarks>
/// <para>
/// This function will be automatically called the first time you use any opengl function. There is
/// </para>
/// <para>
/// 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.
/// </para>
/// </remarks>
public static void LoadAll()
{
//TODO: Route GameWindow context creation through GraphicsContext.
//if (GraphicsContext.CurrentContext == null)
// throw new InvalidOperationException("You must create an OpenGL context before using the GL class.");
if (GraphicsContext.CurrentContext != null)
OpenTK.Platform.Utilities.LoadExtensions(glClass);
else
throw new InvalidOperationException("No GraphicsContext available in the calling thread.");
}
#endregion
#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>
/// This function returns true if the given OpenGL function is supported, false otherwise.
/// </para>
/// <para>
/// To query for supported extensions use the IsExtensionSupported() function instead.
/// </para>
/// </remarks>
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 = LoadDelegate(f.Name, f.FieldType);
if (old.Target != @new.Target)
{
f.SetValue(null, @new);
rebuildExtensionList = true;
}
return @new != null;
}
#endregion
#region static Delegate LoadDelegate(string name, Type signature)
/// <private />
/// <summary>
/// Loads an OpenGL function into a type-safe System.Delegate.
/// </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>
static Delegate LoadDelegate(string name, Type signature)
{
MethodInfo m;
return
GetExtensionDelegate(name, signature) ??
/*((m = importsClass.GetMethod(name.Substring(2), BindingFlags.Static | BindingFlags.NonPublic)) != null ?*/
(Imports.FunctionMap.TryGetValue((name.Substring(2)), out m) ?
Delegate.CreateDelegate(signature, m) : null);
}
#endregion
#region public static bool SupportsFunction(string function)
/// <summary>
/// Checks if a given OpenGL function is supported by the current context
/// </summary>
/// <param name="function">The name of the OpenGL function (i.e. glShaderSource)</param>
/// <returns>True if the function is supported, false otherwise</returns>
public static bool SupportsFunction(string function)
{
lock (gl_lock)
{
if (function == null)
throw new ArgumentNullException("function");
sb.Remove(0, sb.Length);
if (!function.StartsWith("gl"))
sb.Append("gl");
sb.Append(function);
FieldInfo f = delegatesClass.GetField(sb.ToString(), BindingFlags.Static | BindingFlags.NonPublic);
if (f == null)
return false;
return f.GetValue(null) != null;
}
}
#endregion
#region public static bool SupportsFunction(string function, string extension)
/// <summary>
/// Checks if a given OpenGL function is supported by the current context
/// </summary>
/// <param name="function">The name of the OpenGL function (e.g. glShaderSource)</param>
/// <param name="extension">The name of the extension catagory (e.g. ARB, EXT, ATI, ...)</param>
/// <returns>True if the function is supported, false otherwise</returns>
public static bool SupportsFunction(string function, string extension)
{
lock (gl_lock)
{
if (function == null)
throw new ArgumentNullException("function");
if (extension == null)
throw new ArgumentNullException("extension");
sb.Remove(0, sb.Length);
if (!function.StartsWith("gl"))
sb.Append("gl");
sb.Append(function);
if (!function.EndsWith(extension))
sb.Append(extension);
FieldInfo f = delegatesClass.GetField(sb.ToString(), BindingFlags.Static | BindingFlags.NonPublic);
if (f == null)
return false;
return f.GetValue(null) != null;
}
}
#endregion
#region static bool SupportsFunction(Type function)
/// <summary>
/// Checks if a given OpenGL function is supported by the current context
/// </summary>
/// <param name="method">The System.Reflection.MethodInfo of the OpenGL function.</param>
/// <returns>True if the function is supported, false otherwise</returns>
static bool SupportsFunction(MethodInfo method)
{
throw new NotImplementedException();
lock (gl_lock)
{
/*
if (function == null)
throw new ArgumentNullException("function");
sb.Remove(0, sb.Length);
if (!function.Name.StartsWith("gl"))
sb.Append("gl");
sb.Append(function);
//if (!function.EndsWith(extension))
// sb.Append(extension);
FieldInfo f = delegatesClass.GetField(sb.ToString(), BindingFlags.Static | BindingFlags.NonPublic);
if (f == null)
return false;
return f.GetValue(null) != null;
*/
return false;
}
}
#endregion
#region private static void BuildExtensionList()
/// <summary>
/// Builds a cache of the supported extensions to speed up searches.
/// </summary>
private static void BuildExtensionList()
{
// Assumes there is an opengl context current.
AvailableExtensions.Clear();
string version_string = GL.GetString(StringName.Version);
if (String.IsNullOrEmpty(version_string))
{
throw new ApplicationException("Failed to build extension list. Is there an opengl context current?");
}
string version;
// Most drivers return the version in the 3 first characters of the version string,
// (e.g. on Ati X1950 with Catalyst 7.10 -> "2.0.6956 Release"). However, Mesa seems
// to do something strange: "1.4 (2.1 Mesa 7.0.1).".
// Update: this seems to occur with indirect rendering. E.g. Ati 8.2: 1.4 (2.1.7281 ...)
// We'll do some trickery to get the second number (2.1), but this may break on
// some implementations...
//if (version_string.ToLower().Contains("mesa"))
{
int index = version_string.IndexOf('(');
if (index != -1)
version = version_string.Substring(index + 1, 3);
else
version = version_string.TrimStart(' ');
}
//else
// version = version_string.TrimStart(' ');
Debug.Print(version);
if (version.StartsWith("1.2"))
{
AvailableExtensions.Add("gl_version_1_1", true);
AvailableExtensions.Add("gl_version_1_2", true);
}
else if (version.StartsWith("1.3"))
{
AvailableExtensions.Add("gl_version_1_1", true);
AvailableExtensions.Add("gl_version_1_2", true);
AvailableExtensions.Add("gl_version_1_3", true);
}
else if (version.StartsWith("1.4"))
{
AvailableExtensions.Add("gl_version_1_1", true);
AvailableExtensions.Add("gl_version_1_2", true);
AvailableExtensions.Add("gl_version_1_3", true);
AvailableExtensions.Add("gl_version_1_4", true);
}
else if (version.StartsWith("1.5"))
{
AvailableExtensions.Add("gl_version_1_1", true);
AvailableExtensions.Add("gl_version_1_2", true);
AvailableExtensions.Add("gl_version_1_3", true);
AvailableExtensions.Add("gl_version_1_4", true);
AvailableExtensions.Add("gl_version_1_5", true);
}
else if (version.StartsWith("2.0"))
{
AvailableExtensions.Add("gl_version_1_1", true);
AvailableExtensions.Add("gl_version_1_2", true);
AvailableExtensions.Add("gl_version_1_3", true);
AvailableExtensions.Add("gl_version_1_4", true);
AvailableExtensions.Add("gl_version_1_5", true);
AvailableExtensions.Add("gl_version_2_0", true);
}
else if (version.StartsWith("2.1"))
{
AvailableExtensions.Add("gl_version_1_1", true);
AvailableExtensions.Add("gl_version_1_2", true);
AvailableExtensions.Add("gl_version_1_3", true);
AvailableExtensions.Add("gl_version_1_4", true);
AvailableExtensions.Add("gl_version_1_5", true);
AvailableExtensions.Add("gl_version_2_0", true);
AvailableExtensions.Add("gl_version_2_1", true);
}
string extension_string = GL.GetString(StringName.Extensions);
if (String.IsNullOrEmpty(extension_string))
return; // no extensions are available
string[] extensions = extension_string.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
foreach (string ext in extensions)
AvailableExtensions.Add(ext.ToLower(), true);
foreach (string s in AvailableExtensions.Keys)
Debug.Print(s);
rebuildExtensionList = false;
}
#endregion
#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)
/// <summary>
/// Retrieves the entry point for a dynamically exported OpenGL function.
/// </summary>
/// <param name="name">The function string for the OpenGL function (eg. "glNewList")</param>
/// <returns>
/// An IntPtr contaning the address for the entry point, or IntPtr.Zero if the specified
/// OpenGL function is not dynamically exported.
/// </returns>
/// <remarks>
/// <para>
/// The Marshal.GetDelegateForFunctionPointer method can be used to turn the return value
/// into a call-able delegate.
/// </para>
/// <para>
/// 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.
/// </para>
/// <see cref="Marshal.GetDelegateForFunctionPointer"/>
/// <seealso cref="Gl.GetDelegateForExtensionMethod"/>
/// </remarks>
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)
/// <summary>
/// Creates a System.Delegate that can be used to call a dynamically exported OpenGL function.
/// </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 function is not available in the current OpenGL context.
/// </returns>
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
#region --- GL Overloads ---
#region public static void Color[34]() overloads
public static void Color3(System.Drawing.Color color)
{
GL.Color3(color.R, color.G, color.B);
}
public static void Color4(System.Drawing.Color color)
{
GL.Color4(color.R, color.G, color.B, color.A);
}
public static void Color3(Vector3 color)
{
GL.Color3(color.X, color.Y, color.Z);
}
public static void Color4(Vector4 color)
{
GL.Color4(color.X, color.Y, color.Z, color.W);
}
#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 overloads using OpenTK.Math classes
public static void Normal3(Vector3 normal)
{
Delegates.glNormal3f(normal.X, normal.Y, normal.Z);
}
public static void RasterPos2(Vector2 pos)
{
Delegates.glRasterPos2f(pos.X, pos.Y);
}
public static void RasterPos3(Vector3 pos)
{
Delegates.glRasterPos3f(pos.X, pos.Y, pos.Z);
}
public static void RasterPos4(Vector4 pos)
{
Delegates.glRasterPos4f(pos.X, pos.Y, pos.Z, pos.W);
}
public static void Vertex2(Vector2 v)
{
Delegates.glVertex2f(v.X, v.Y);
}
public static void Vertex3(Vector3 v)
{
Delegates.glVertex3f(v.X, v.Y, v.Z);
}
public static void Vertex4(Vector4 v)
{
Delegates.glVertex4f(v.X, v.Y, v.Z, v.W);
}
public static void TexCoord2(Vector2 v)
{
Delegates.glTexCoord2f(v.X, v.Y);
}
public static void TexCoord3(Vector3 v)
{
Delegates.glTexCoord3f(v.X, v.Y, v.Z);
}
public static void TexCoord4(Vector4 v)
{
Delegates.glTexCoord4f(v.X, v.Y, v.Z, v.W);
}
public static void Rotate(Single angle, Vector3 axis)
{
Delegates.glRotatef((Single)angle, axis.X, axis.Y, axis.Z);
}
public static void Scale(Vector3 scale)
{
Delegates.glScalef(scale.X, scale.Y, scale.Z);
}
public static void Translate(Vector3 trans)
{
Delegates.glTranslatef(trans.X, trans.Y, trans.Z);
}
public static void MultMatrix(Matrix4 mat)
{
MultMatrix(ref mat.Row0.X);
}
public static void Materialv(MaterialFace face, MaterialParameter pname, Vector4 @params)
{
unsafe
{
Materialv(face, pname, &@params.X);
}
}
#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;
Delegates.glShaderSource((UInt32)shader, 1, new string[] { @string }, &length);
}
}
#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 = "";
return;
}
StringBuilder sb = new StringBuilder(length);
Delegates.glGetShaderInfoLog((UInt32)shader, sb.Capacity, &length, sb);
info = sb.ToString();
}
}
#endregion
#region public static void PointParameter(PointSpriteCoordOriginParameter param)
/// <summary>
/// Helper function that defines the coordinate origin of the Point Sprite.
/// </summary>
/// <param name="param">
/// A OpenTK.Graphics.OpenGL.GL.PointSpriteCoordOriginParameter token,
/// denoting the origin of the Point Sprite.
/// </param>
public static void PointParameter(PointSpriteCoordOriginParameter param)
{
GL.PointParameter(PointParameterName.PointSpriteCoordOrigin, (int)param);
}
#endregion
#endregion
}
}