mirror of
https://github.com/Ryujinx/Opentk.git
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558 lines
21 KiB
C#
558 lines
21 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* Contributions by Andy Gill.
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* See license.txt for license info
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*/
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#endregion
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#region --- Using Directives ---
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.Reflection;
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using System.Diagnostics;
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using System.Reflection.Emit;
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using OpenTK.Math;
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#endregion
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[assembly: CLSCompliant(true)]
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namespace OpenTK.OpenGL
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{
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/// <summary>
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/// OpenGL binding for .NET, implementing OpenGL 2.1, plus extensions.
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/// </summary>
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/// <remarks>
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/// <para>
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/// OpenTK.OpenGL.GL contains all OpenGL enums and functions defined in the 2.1 specification.
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/// The official .spec files can be found at: http://opengl.org/registry/.
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/// </para>
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/// <para>
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/// OpenTK.OpenGL.GL relies on static initialization to obtain the entry points for OpenGL functions.
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/// Please ensure that a valid OpenGL context has been made current in the pertinent thread <b>before</b>
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/// any OpenGL functions are called (toolkits like GLUT, SDL or GLFW will automatically take care of
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/// the context initialization process). Without a valid OpenGL context, OpenTK.OpenGL.GL will only be able
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/// to retrieve statically exported entry points (typically corresponding to OpenGL version 1.1 under Windows,
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/// 1.3 under Linux and 1.4 under Windows Vista), and extension methods will need to be loaded manually.
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/// </para>
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/// <para>
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/// If you prefer not to rely on static initialisation for the Gl class, you can use the
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/// ReloadFunctions or ReloadFunction methods to manually force the initialisation of OpenGL entry points.
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/// The ReloadFunctions method should be called whenever you change an existing visual or pixelformat. This
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/// generally happens when you change the color/stencil/depth buffer associated with a window (but probably
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/// not the resolution). This may or may not be necessary under Linux/MacOS, but is generally required for
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/// Windows.
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/// </para>
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/// <para>
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/// You can use the Gl.IsExtensionSupported method to check whether any given category of extension functions
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/// exists in the current OpenGL context. The results can be cached to speed up future searches.
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/// Keep in mind that different OpenGL contexts may support different extensions, and under different entry
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/// points. Always check if all required extensions are still supported when changing visuals or pixel
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/// formats.
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/// </para>
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/// <para>
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/// You may retrieve the entry point for an OpenGL function using the GL.GetDelegate method.
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/// </para>
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/// <para>
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/// <see href="http://opengl.org/registry/"/>
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/// <seealso cref="GL.SupportsExtension"/>
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/// <seealso cref="GL.GetDelegate"/>
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/// <seealso cref="GL.LoadAll"/>
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/// <seealso cref="GL.Load"/>
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/// </para>
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/// </remarks>
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public static partial class GL
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{
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static GL()
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{
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assembly = Assembly.GetExecutingAssembly();//Assembly.Load("OpenTK.OpenGL");
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glClass = assembly.GetType("OpenTK.OpenGL.GL");
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delegatesClass = glClass.GetNestedType("Delegates", BindingFlags.Static | BindingFlags.NonPublic);
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importsClass = glClass.GetNestedType("Imports", BindingFlags.Static | BindingFlags.NonPublic);
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}
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internal static partial class Imports
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{
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internal static SortedList<string, MethodInfo> import; // This is faster than either Dictionary or SortedDictionary
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static Imports()
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{
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MethodInfo[] methods = importsClass.GetMethods(BindingFlags.Static | BindingFlags.NonPublic);
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import = new SortedList<string, MethodInfo>(methods.Length);
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foreach (MethodInfo m in methods)
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{
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import.Add(m.Name, m);
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}
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}
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}
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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>();
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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;
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private static Type glClass;
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private static Type delegatesClass;
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private static Type importsClass;
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private static FieldInfo[] delegates;
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#endregion
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#region public static bool SupportsExtension(string name)
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/// <summary>
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/// Determines whether the specified OpenGL extension category is available in
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/// the current OpenGL context. Equivalent to IsExtensionSupported(name, true)
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/// </summary>
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/// <param name="name">The string for the OpenGL extension category (eg. "GL_ARB_multitexture")</param>
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/// <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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{
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if (rebuildExtensionList)
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{
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BuildExtensionList();
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}
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// Search the cache for the string. Note that the cache substitutes
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// strings "1.0" to "2.1" with "GL_VERSION_1_0" to "GL_VERSION_2_1"
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if (AvailableExtensions.ContainsKey(name))
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{
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//return AvailableExtensions[name];
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return true;
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}
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return false;
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}
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#endregion
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#region private static void BuildExtensionList()
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/// <summary>
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/// Builds a cache of the supported extensions to speed up searches.
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/// </summary>
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private static void BuildExtensionList()
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{
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// Assumes there is an opengl context current.
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AvailableExtensions.Clear();
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string version_string = GL.GetString(OpenTK.OpenGL.GL.Enums.StringName.VERSION);
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if (String.IsNullOrEmpty(version_string))
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{
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throw new ApplicationException("Failed to build extension list. Is there an opengl context current?");
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}
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string version = version_string.Trim(' ');
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if (version.StartsWith("1.2"))
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{
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AvailableExtensions.Add("VERSION_1_2", true);
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}
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else if (version.StartsWith("1.3"))
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{
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AvailableExtensions.Add("VERSION_1_2", true);
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AvailableExtensions.Add("VERSION_1_3", true);
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}
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else if (version.StartsWith("1.4"))
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{
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AvailableExtensions.Add("VERSION_1_2", true);
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AvailableExtensions.Add("VERSION_1_3", true);
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AvailableExtensions.Add("VERSION_1_4", true);
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}
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else if (version.StartsWith("1.5"))
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{
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AvailableExtensions.Add("VERSION_1_2", true);
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AvailableExtensions.Add("VERSION_1_3", true);
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AvailableExtensions.Add("VERSION_1_4", true);
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AvailableExtensions.Add("VERSION_1_5", true);
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}
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else if (version.StartsWith("2.0"))
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{
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AvailableExtensions.Add("VERSION_1_2", true);
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AvailableExtensions.Add("VERSION_1_3", true);
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AvailableExtensions.Add("VERSION_1_4", true);
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AvailableExtensions.Add("VERSION_1_5", true);
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AvailableExtensions.Add("VERSION_2_0", true);
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}
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else if (version.StartsWith("2.1"))
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{
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AvailableExtensions.Add("VERSION_1_2", true);
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AvailableExtensions.Add("VERSION_1_3", true);
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AvailableExtensions.Add("VERSION_1_4", true);
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AvailableExtensions.Add("VERSION_1_5", true);
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AvailableExtensions.Add("VERSION_2_0", true);
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AvailableExtensions.Add("VERSION_2_1", true);
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}
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string extension_string = GL.GetString(OpenTK.OpenGL.GL.Enums.StringName.EXTENSIONS);
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if (String.IsNullOrEmpty(extension_string))
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return; // no extensions are available
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string[] extensions = extension_string.Split(' ');
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foreach (string ext in extensions)
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{
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AvailableExtensions.Add(ext, true);
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}
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rebuildExtensionList = false;
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}
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#endregion
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#region public static Delegate GetDelegate(string name, Type signature)
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/// <summary>
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/// Creates a System.Delegate that can be used to call an OpenGL function, core or extension.
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/// </summary>
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/// <param name="name">The name of the OpenGL function (eg. "glNewList")</param>
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/// <param name="signature">The signature of the OpenGL function.</param>
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/// <returns>
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/// A System.Delegate that can be used to call this OpenGL function, or null if the specified
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/// function name did not correspond to an OpenGL function.
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/// </returns>
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public static Delegate GetDelegate(string name, Type signature)
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{
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MethodInfo m;
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return
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GetExtensionDelegate(name, signature) ??
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/*((m = importsClass.GetMethod(name.Substring(2), BindingFlags.Static | BindingFlags.NonPublic)) != null ?*/
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(Imports.import.TryGetValue((name.Substring(2)), out m) ?
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Delegate.CreateDelegate(signature, m) : null);
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}
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#endregion
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#region public static void LoadAll()
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/// <summary>
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/// Loads all OpenGL functions (core and extensions).
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/// </summary>
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/// <remarks>
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/// <para>
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/// This function will be automatically called the first time you use any opengl function. There is
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/// </para>
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/// <para>
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/// Call this function manually whenever you need to update OpenGL entry points.
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/// 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.
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/// </para>
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/// </remarks>
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public static void LoadAll()
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{
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// Using reflection is more than 3 times faster than directly loading delegates on the first
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// run, probably due to code generation overhead. Subsequent runs are faster with direct loading
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// than with reflection, but the first time is more significant.
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int supported = 0;
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if (delegates == null)
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{
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delegates = delegatesClass.GetFields(BindingFlags.Static | BindingFlags.NonPublic);
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}
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Trace.Write("GL.LoadAll(): ");
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System.Diagnostics.Stopwatch time = new System.Diagnostics.Stopwatch();
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time.Reset();
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time.Start();
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foreach (FieldInfo f in delegates)
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{
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Delegate d = GetDelegate(f.Name, f.FieldType);
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if (d != null)
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{
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++supported;
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}
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f.SetValue(null, d);
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}
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time.Stop();
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Trace.WriteLine(String.Format("{0} OpenGL extensions loaded in {1} milliseconds.", supported, time.ElapsedMilliseconds));
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time.Reset();
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rebuildExtensionList = true;
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}
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static void set(object d, Delegate value)
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{
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d = value;
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}
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#endregion
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#region public static bool Load(string function)
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/// <summary>
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/// Tries to reload the given OpenGL function (core or extension).
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/// </summary>
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/// <param name="name">The name of the OpenGL function (i.e. glShaderSource)</param>
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/// <returns>True if the function was found and reloaded, false otherwise.</returns>
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/// <remarks>
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/// <para>
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/// Use this function if you require greater granularity when loading OpenGL entry points.
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/// </para>
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/// <para>
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/// While the automatic initialisation will load all OpenGL entry points, in some cases
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/// the initialisation can take place before an OpenGL Context has been established.
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/// In this case, use this function to load the entry points for the OpenGL functions
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/// you will need, or use ReloadFunctions() to load all available entry points.
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/// </para>
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/// <para>
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/// This function returns true if the given OpenGL function is supported, false otherwise.
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/// </para>
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/// <para>
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/// To query for supported extensions use the IsExtensionSupported() function instead.
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/// </para>
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/// </remarks>
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public static bool Load(string function)
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{
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FieldInfo f = delegatesClass.GetField(function, BindingFlags.Static | BindingFlags.NonPublic);
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if (f == null)
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return false;
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Delegate old = f.GetValue(null) as Delegate;
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Delegate @new = GetDelegate(f.Name, f.FieldType);
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if (old.Target != @new.Target)
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{
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f.SetValue(null, @new);
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rebuildExtensionList = true;
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}
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return @new != null;
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}
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#endregion
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#region --- GetProcAddress ---
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private static IGetProcAddress getProcAddress;
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internal interface IGetProcAddress
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{
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IntPtr GetProcAddress(string function);
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}
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internal class GetProcAddressWindows : IGetProcAddress
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{
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[System.Runtime.InteropServices.DllImport(Library, EntryPoint = "wglGetProcAddress", ExactSpelling = true)]
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private static extern IntPtr wglGetProcAddress(String lpszProc);
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public IntPtr GetProcAddress(string function)
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{
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return wglGetProcAddress(function);
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}
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}
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internal class GetProcAddressX11 : IGetProcAddress
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{
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[DllImport(Library, EntryPoint = "glXGetProcAddress")]
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private static extern IntPtr glxGetProcAddress([MarshalAs(UnmanagedType.LPTStr)] string procName);
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public IntPtr GetProcAddress(string function)
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{
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return glxGetProcAddress(function);
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}
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}
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internal class GetProcAddressOSX : IGetProcAddress
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{
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private const string Library = "libdl.dylib";
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[DllImport(Library, EntryPoint = "NSIsSymbolNameDefined")]
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private static extern bool NSIsSymbolNameDefined(string s);
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[DllImport(Library, EntryPoint = "NSLookupAndBindSymbol")]
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private static extern IntPtr NSLookupAndBindSymbol(string s);
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[DllImport(Library, EntryPoint = "NSAddressOfSymbol")]
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private static extern IntPtr NSAddressOfSymbol(IntPtr symbol);
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public IntPtr GetProcAddress(string function)
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{
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string fname = "_" + function;
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if (!NSIsSymbolNameDefined(fname))
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return IntPtr.Zero;
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IntPtr symbol = NSLookupAndBindSymbol(fname);
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if (symbol != IntPtr.Zero)
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symbol = NSAddressOfSymbol(symbol);
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return symbol;
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}
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}
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#region private static IntPtr GetAddress(string function)
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/// <summary>
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/// Retrieves the entry point for a dynamically exported OpenGL function.
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/// </summary>
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/// <param name="name">The function string for the OpenGL function (eg. "glNewList")</param>
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/// <returns>
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/// An IntPtr contaning the address for the entry point, or IntPtr.Zero if the specified
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/// OpenGL function is not dynamically exported.
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/// </returns>
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/// <remarks>
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/// <para>
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/// The Marshal.GetDelegateForFunctionPointer method can be used to turn the return value
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/// into a call-able delegate.
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/// </para>
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/// <para>
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/// This function is cross-platform. It determines the underlying platform and uses the
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/// correct wgl, glx or agl GetAddress function to retrieve the function pointer.
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/// </para>
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/// <see cref="Marshal.GetDelegateForFunctionPointer"/>
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/// <seealso cref="Gl.GetDelegateForExtensionMethod"/>
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/// </remarks>
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private static IntPtr GetAddress(string function)
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{
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if (getProcAddress == null)
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{
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if (System.Environment.OSVersion.Platform == PlatformID.Win32NT ||
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System.Environment.OSVersion.Platform == PlatformID.Win32S ||
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System.Environment.OSVersion.Platform == PlatformID.Win32Windows ||
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System.Environment.OSVersion.Platform == PlatformID.WinCE)
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{
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getProcAddress = new GetProcAddressWindows();
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}
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else if (System.Environment.OSVersion.Platform == PlatformID.Unix)
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{
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getProcAddress = new GetProcAddressX11();
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}
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else
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{
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throw new PlatformNotSupportedException(
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"Extension loading is only supported under X11 and Windows. We are sorry for the inconvience.");
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}
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}
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return getProcAddress.GetProcAddress(function);
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}
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#endregion
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#region internal static Delegate GetExtensionDelegate(string name, Type signature)
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/// <summary>
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/// Creates a System.Delegate that can be used to call a dynamically exported OpenGL function.
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/// </summary>
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/// <param name="name">The name of the OpenGL function (eg. "glNewList")</param>
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/// <param name="signature">The signature of the OpenGL function.</param>
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/// <returns>
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/// A System.Delegate that can be used to call this OpenGL function or null
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/// if the function is not available in the current OpenGL context.
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/// </returns>
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internal static Delegate GetExtensionDelegate(string name, Type signature)
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{
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IntPtr address = GetAddress(name);
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if (address == IntPtr.Zero ||
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address == new IntPtr(1) || // Workaround for buggy nvidia drivers which return
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address == new IntPtr(2)) // 1 or 2 instead of IntPtr.Zero for some extensions.
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{
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return null;
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}
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else
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{
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return Marshal.GetDelegateForFunctionPointer(address, signature);
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}
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}
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#endregion
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#endregion
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#region --- GL Overloads ---
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#region public static void Color[34]() overloads
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public static void Color4(System.Drawing.Color color)
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{
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GL.Color4(color.R, color.G, color.B, color.A);
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}
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public static void Color3(System.Drawing.Color color)
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{
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GL.Color3(color.R, color.G, color.B);
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}
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#endregion
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#region public static void ClearColor() overloads
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public static void ClearColor(System.Drawing.Color color)
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{
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GL.ClearColor(color.R/255.0f, color.G/255.0f, color.B/255.0f, color.A/255.0f);
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}
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#endregion
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#region overloads using OpenTK.Math classes
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public static
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void Normal3(Vector3 normal)
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{
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Delegates.glNormal3f(normal.X, normal.Y, normal.Z);
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}
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public static
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void RasterPos2(Vector2 pos)
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{
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Delegates.glRasterPos2f(pos.X, pos.Y);
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}
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public static
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void RasterPos3(Vector3 pos)
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{
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Delegates.glRasterPos3f(pos.X, pos.Y, pos.Z);
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}
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public static
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void RasterPos4(Vector4 pos)
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{
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Delegates.glRasterPos4f(pos.X, pos.Y, pos.Z, pos.W);
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}
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public static
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void Vertex2(Vector2 v)
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{
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Delegates.glVertex2f(v.X, v.Y);
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}
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public static
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void Vertex3(Vector3 v)
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{
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Delegates.glVertex3f(v.X, v.Y, v.Z);
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}
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public static
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void Vertex4(Vector4 v)
|
|
{
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|
Delegates.glVertex4f(v.X, v.Y, v.Z, v.W);
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|
}
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|
|
|
public static
|
|
void Rotate(Single angle, Vector3 axis)
|
|
{
|
|
Delegates.glRotatef((Single)angle, axis.X, axis.Y, axis.Z);
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|
}
|
|
|
|
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);
|
|
}
|
|
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|
#endregion
|
|
|
|
#endregion
|
|
}
|
|
}
|