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