ClassiCube/GraphicsAPI/OpenGLApi.cs

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2014-12-17 14:47:17 +11:00
//#define TRACK_RESOURCES
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using BmpPixelFormat = System.Drawing.Imaging.PixelFormat;
using GlPixelFormat = OpenTK.Graphics.OpenGL.PixelFormat;
namespace ClassicalSharp.GraphicsAPI {
public class OpenGLApi : IGraphicsApi {
int textureDimensions;
bool nonPow2;
const string nonPow2Ext = "GL_ARB_texture_non_power_of_two";
const string vboExt1 = "GL_ARB_vertex_buffer_object",
vboExt2 = "GLX_ARB_vertex_buffer_object";
bool useVbos = true;
BeginMode[] modeMappings = new BeginMode[] {
BeginMode.Triangles, BeginMode.Lines, BeginMode.Points,
BeginMode.TriangleStrip, BeginMode.LineStrip, BeginMode.TriangleFan
};
public OpenGLApi() {
GL.GetInteger( GetPName.MaxTextureSize, out textureDimensions );
string extensions = GL.GetString( StringName.Extensions );
nonPow2 = extensions.Contains( nonPow2Ext );
useVbos = extensions.Contains( vboExt1 ) || extensions.Contains( vboExt2 );
if( useVbos ) {
SetupVb();
} else {
Utils.LogWarning( "Unable to use OpenGL VBOs, you may experience reduced performance." );
}
}
public override int MaxTextureDimensions {
get { return textureDimensions; }
}
public override bool SupportsNonPowerOf2Textures {
get { return nonPow2; }
}
public override bool AlphaTest {
set { ToggleCap( EnableCap.AlphaTest, value ); }
}
public override bool AlphaBlending {
set { ToggleCap( EnableCap.Blend, value ); }
}
AlphaFunction[] alphaFuncs = new AlphaFunction[] {
AlphaFunction.Always, AlphaFunction.Notequal,
AlphaFunction.Never, AlphaFunction.Less,
AlphaFunction.Lequal, AlphaFunction.Equal,
AlphaFunction.Gequal, AlphaFunction.Greater,
};
public override void AlphaTestFunc( AlphaFunc func, float value ) {
GL.AlphaFunc( alphaFuncs[(int)func], value );
}
BlendEquationMode[] blendEqs = new BlendEquationMode[] {
BlendEquationMode.FuncAdd, BlendEquationMode.Max,
BlendEquationMode.Min, BlendEquationMode.FuncSubtract,
BlendEquationMode.FuncReverseSubtract,
};
public override void AlphaBlendEq( BlendEquation eq ) {
GL.BlendEquation( blendEqs[(int)eq] );
}
BlendingFactorSrc[] srcBlendFuncs = new BlendingFactorSrc[] {
BlendingFactorSrc.Zero, BlendingFactorSrc.One,
BlendingFactorSrc.SrcAlpha, BlendingFactorSrc.OneMinusSrcAlpha,
BlendingFactorSrc.DstAlpha, BlendingFactorSrc.OneMinusDstAlpha,
};
BlendingFactorDest[] destBlendFuncs = new BlendingFactorDest[] {
BlendingFactorDest.Zero, BlendingFactorDest.One,
BlendingFactorDest.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha,
BlendingFactorDest.DstAlpha, BlendingFactorDest.OneMinusDstAlpha,
};
public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc destFunc ) {
GL.BlendFunc( srcBlendFuncs[(int)srcFunc], destBlendFuncs[(int)destFunc] );
}
public override bool Fog {
set { ToggleCap( EnableCap.Fog, value ); }
}
public override void SetFogColour( FastColour col ) {
float[] colRGBA = { col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f };
GL.Fog( FogParameter.FogColor, colRGBA );
}
public override void SetFogDensity( float value ) {
GL.Fog( FogParameter.FogDensity, value );
}
public override void SetFogEnd( float value ) {
GL.Fog( FogParameter.FogEnd, value );
}
FogMode[] fogModes = new FogMode[] { FogMode.Linear, FogMode.Exp, FogMode.Exp2 };
public override void SetFogMode( Fog mode ) {
GL.Fog( FogParameter.FogMode, (int)fogModes[(int)mode] );
}
public override void SetFogStart( float value ) {
GL.Fog( FogParameter.FogStart, value );
}
#if TRACK_RESOURCES
Dictionary<int, string> textures = new Dictionary<int, string>();
#endif
public override int LoadTexture( Bitmap bmp ) {
using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) {
return LoadTexture( fastBmp );
}
}
public override int LoadTexture( FastBitmap bmp ) {
int texId = GL.GenTexture();
GL.Enable( EnableCap.Texture2D );
GL.BindTexture( TextureTarget.Texture2D, texId );
GL.TexParameter( TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest );
GL.TexParameter( TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest );
if( !bmp.IsLocked ) {
bmp.LockBits();
}
GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmp.Width, bmp.Height, 0,
GlPixelFormat.Bgra, PixelType.UnsignedByte, bmp.Scan0 );
bmp.UnlockBits();
GL.Disable( EnableCap.Texture2D );
#if TRACK_RESOURCES
textures.Add( texId, Environment.StackTrace );
#endif
return texId;
}
public override void Bind2DTexture( int texture ) {
GL.BindTexture( TextureTarget.Texture2D, texture );
}
public override void DeleteTexture( int texId ) {
if( texId <= 0 ) return;
#if TRACK_RESOURCES
textures.Remove( texId );
#endif
GL.DeleteTexture( texId );
}
public override bool Texturing {
set { ToggleCap( EnableCap.Texture2D, value ); }
}
// Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk
public static void TakeScreenshot( Size size, string output, ImageFormat format ) {
using( Bitmap bmp = new Bitmap( size.Width, size.Height, BmpPixelFormat.Format32bppRgb ) ) { // ignoring alpha componen
using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) {
GL.ReadPixels( 0, 0, size.Width, size.Height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 );
}
bmp.RotateFlip( RotateFlipType.RotateNoneFlipY );
bmp.Save( output, format );
}
}
public override void Clear() {
GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit );
}
FastColour lastClearCol;
public override void ClearColour( FastColour col ) {
if( col != lastClearCol ) {
Color4 col4 = new Color4( col.R, col.G, col.B, col.A );
GL.ClearColor( col4 );
lastClearCol = col;
}
}
public override void ColourMask( bool red, bool green, bool blue, bool alpha ) {
GL.ColorMask( red, green, blue, alpha );
}
DepthFunction[] depthFuncs = new DepthFunction[] {
DepthFunction.Always, DepthFunction.Notequal,
DepthFunction.Never, DepthFunction.Less,
DepthFunction.Lequal, DepthFunction.Equal,
DepthFunction.Gequal, DepthFunction.Greater,
};
public override void DepthTestFunc( DepthFunc func ) {
GL.DepthFunc( depthFuncs[(int)func] );
}
public override bool DepthTest {
set { ToggleCap( EnableCap.DepthTest, value ); }
}
public override bool DepthWrite {
set { GL.DepthMask( value ); }
}
public override void DrawVertices( DrawMode mode, Vector3[] vertices ) {
//GL.DrawArrays( BeginMode.Triangles, 0, vertices.Length );
// We can't just use GL.DrawArrays since we'd have to pin the array to prevent it from being moved around in memory.
// Feasible alternatives:
// - Use a dynamically updated VBO, and resize it (i.e. create a new bigger VBO) if required.
// - Immediate mode.
GL.Begin( modeMappings[(int)mode] );
for( int i = 0; i < vertices.Length; i++ ) {
GL.Vertex3( vertices[i] );
}
GL.End();
}
public override void DrawVertices( DrawMode mode, VertexPos3fCol4b[] vertices ) {
GL.Begin( modeMappings[(int)mode] );
for( int i = 0; i < vertices.Length; i++ ) {
VertexPos3fCol4b vertex = vertices[i];
GL.Color4( vertex.R, vertex.G, vertex.B, vertex.A );
GL.Vertex3( vertex.X, vertex.Y, vertex.Z );
}
GL.Color4( 1f, 1f, 1f, 1f );
GL.End();
}
public override void DrawVertices( DrawMode mode, VertexPos3fTex2f[] vertices ) {
GL.Begin( modeMappings[(int)mode] );
for( int i = 0; i < vertices.Length; i++ ) {
VertexPos3fTex2f vertex = vertices[i];
GL.TexCoord2( vertex.U, vertex.V );
GL.Vertex3( vertex.X, vertex.Y, vertex.Z );
}
GL.End();
}
public override void DrawVertices( DrawMode mode, VertexPos3fTex2fCol4b[] vertices ) {
GL.Begin( modeMappings[(int)mode] );
for( int i = 0; i < vertices.Length; i++ ) {
VertexPos3fTex2fCol4b vertex = vertices[i];
GL.TexCoord2( vertex.U, vertex.V );
GL.Color4( vertex.R, vertex.G, vertex.B, vertex.A );
GL.Vertex3( vertex.X, vertex.Y, vertex.Z );
}
GL.Color4( 1f, 1f, 1f, 1f );
GL.End();
}
PolygonMode[] fillModes = new PolygonMode[] { PolygonMode.Point, PolygonMode.Line, PolygonMode.Fill };
public override void SetFillType( FillType type ) {
GL.PolygonMode( MaterialFace.FrontAndBack, fillModes[(int)type] );
}
public override bool AmbientLighting {
set {
if( value ) {
GL.Enable( EnableCap.Lighting );
GL.Enable( EnableCap.ColorMaterial );
GL.ColorMaterial( MaterialFace.FrontAndBack, ColorMaterialParameter.Ambient );
} else {
GL.Disable( EnableCap.Lighting );
GL.Disable( EnableCap.ColorMaterial );
}
}
}
public override void SetAmbientColour( FastColour col ) {
float[] colRGBA = { col.R / 255f, col.G / 255f, col.B / 255f, 1f };
GL.LightModel( LightModelParameter.LightModelAmbient, colRGBA );
}
#region Vertex buffers
#if TRACK_RESOURCES
Dictionary<int, string> vbs = new Dictionary<int, string>();
#endif
Action<DrawMode, int, int>[] drawBatchFuncs;
Action<DrawMode, int, int> drawBatchFunc;
void SetupVb() {
drawBatchFuncs = new Action<DrawMode, int, int>[4];
drawBatchFuncs[0] = (mode, id, count) => DrawVbPos3fFast( mode, id, count );
drawBatchFuncs[1] = (mode, id, count) => DrawVbPos3fTex2fFast( mode, id, count );
drawBatchFuncs[2] = (mode, id, count) => DrawVbPos3fCol4bFast( mode, id, count );
drawBatchFuncs[3] = (mode, id, count) => DrawVbPos3fTex2fCol4bFast( mode, id, count );
}
int GenBufferId() {
int[] ids = new int[1];
GL.Arb.GenBuffers( 1, ids );
return ids[0];
}
public override int InitVb<T>( T[] vertices, DrawMode mode, VertexFormat format, int count ) {
if( !useVbos ) {
return CreateDisplayList( vertices, mode, format, count );
}
int id = GenBufferId();
int sizeInBytes = GetSizeInBytes( count, format );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.Arb.BufferData( BufferTargetArb.ArrayBuffer, new IntPtr( sizeInBytes ), vertices, BufferUsageArb.StaticDraw );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 );
#if TRACK_RESOURCES
vbs.Add( id, Environment.StackTrace );
#endif
return id;
}
// Okay this isn't exactly the prettiest code ever.
unsafe int CreateDisplayList<T>( T[] vertices, DrawMode mode, VertexFormat format, int count ) where T : struct {
int id = GL.GenLists( 1 );
int stride = strideSizes[(int)format];
GL.NewList( id, ListMode.Compile );
GL.EnableClientState( ArrayCap.VertexArray );
if( format == VertexFormat.VertexPos3f ) {
fixed( Vector3* p = (vertices as Vector3[]) ) {
GL.VertexPointer( 3, VertexPointerType.Float, stride, (IntPtr)( 0 + (byte*)p ) );
GL.DrawArrays( modeMappings[(int)mode], 0, count );
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}
} else if( format == VertexFormat.VertexPos3fCol4b ) {
GL.EnableClientState( ArrayCap.ColorArray );
fixed( VertexPos3fCol4b* p = (vertices as VertexPos3fCol4b[]) ) {
GL.VertexPointer( 3, VertexPointerType.Float, stride, (IntPtr)( 0 + (byte*)p ) );
GL.ColorPointer( 4, ColorPointerType.UnsignedByte, stride, (IntPtr)( 12 + (byte*)p ) );
GL.DrawArrays( modeMappings[(int)mode], 0, count );
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}
} else if( format == VertexFormat.VertexPos3fTex2f ) {
GL.EnableClientState( ArrayCap.TextureCoordArray );
fixed( VertexPos3fTex2f* p = (vertices as VertexPos3fTex2f[]) ) {
GL.VertexPointer( 3, VertexPointerType.Float, stride, (IntPtr)( 0 + (byte*)p) );
GL.TexCoordPointer( 2, TexCoordPointerType.Float, stride, (IntPtr)( 12 + (byte*)p ) );
GL.DrawArrays( modeMappings[(int)mode], 0, count );
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}
} else if( format == VertexFormat.VertexPos3fTex2fCol4b ) {
GL.EnableClientState( ArrayCap.ColorArray );
GL.EnableClientState( ArrayCap.TextureCoordArray );
fixed( VertexPos3fTex2fCol4b* p = (vertices as VertexPos3fTex2fCol4b[]) ) {
GL.VertexPointer( 3, VertexPointerType.Float, stride, (IntPtr)( 0 + (byte*)p ) );
GL.TexCoordPointer( 2, TexCoordPointerType.Float, stride, (IntPtr)( 12 + (byte*)p ) );
GL.ColorPointer( 4, ColorPointerType.UnsignedByte, stride, (IntPtr)( 20 + (byte*)p ) );
GL.DrawArrays( modeMappings[(int)mode], 0, count );
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}
}
GL.DisableClientState( ArrayCap.VertexArray );
if( format == VertexFormat.VertexPos3fCol4b ) {
GL.DisableClientState( ArrayCap.ColorArray );
} else if( format == VertexFormat.VertexPos3fTex2f ) {
GL.DisableClientState( ArrayCap.TextureCoordArray );
} else if( format == VertexFormat.VertexPos3fTex2fCol4b ) {
GL.DisableClientState( ArrayCap.ColorArray );
GL.DisableClientState( ArrayCap.TextureCoordArray );
}
GL.Color3( 1f, 1f, 1f ); // NOTE: not sure why, but display lists seem to otherwise modify global colour..
GL.EndList();
#if TRACK_RESOURCES
vbs.Add( id, Environment.StackTrace );
#endif
return id;
}
public override void DeleteVb( int id ) {
#if TRACK_RESOURCES
vbs.Remove( id );
#endif
if( !useVbos ) {
GL.DeleteLists( id, 1 );
return;
}
GL.DeleteBuffers( 1, new [] { id } );
}
public override void DrawVbPos3f( DrawMode mode, int id, int verticesCount ) {
if( !useVbos ) {
GL.CallList( id );
return;
}
GL.EnableClientState( ArrayCap.VertexArray );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 12, new IntPtr( 0 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 );
GL.DisableClientState( ArrayCap.VertexArray );
}
public override void DrawVbPos3fTex2f( DrawMode mode, int id, int verticesCount ) {
if( !useVbos ) {
GL.CallList( id );
return;
}
GL.EnableClientState( ArrayCap.VertexArray );
GL.EnableClientState( ArrayCap.TextureCoordArray );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 20, new IntPtr( 0 ) );
GL.TexCoordPointer( 2, TexCoordPointerType.Float, 20, new IntPtr( 12 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 );
GL.DisableClientState( ArrayCap.VertexArray );
GL.DisableClientState( ArrayCap.TextureCoordArray );
}
public override void DrawVbPos3fCol4b( DrawMode mode, int id, int verticesCount ) {
if( !useVbos ) {
GL.CallList( id );
return;
}
GL.EnableClientState( ArrayCap.VertexArray );
GL.EnableClientState( ArrayCap.ColorArray );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 16, new IntPtr( 0 ) );
GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 16, new IntPtr( 12 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 );
GL.DisableClientState( ArrayCap.VertexArray );
GL.DisableClientState( ArrayCap.ColorArray );
}
public override void DrawVbPos3fTex2fCol4b( DrawMode mode, int id, int verticesCount ) {
if( !useVbos ) {
GL.CallList( id );
return;
}
GL.EnableClientState( ArrayCap.VertexArray );
GL.EnableClientState( ArrayCap.TextureCoordArray );
GL.EnableClientState( ArrayCap.ColorArray );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 24, new IntPtr( 0 ) );
GL.TexCoordPointer( 2, TexCoordPointerType.Float, 24, new IntPtr( 12 ) );
GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 24, new IntPtr( 20 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 );
GL.DisableClientState( ArrayCap.VertexArray );
GL.DisableClientState( ArrayCap.TextureCoordArray );
GL.DisableClientState( ArrayCap.ColorArray );
}
VertexFormat batchFormat;
public override void BeginVbBatch( VertexFormat format ) {
if( !useVbos ) {
return;
}
batchFormat = format;
GL.EnableClientState( ArrayCap.VertexArray );
if( batchFormat == VertexFormat.VertexPos3fCol4b ) {
GL.EnableClientState( ArrayCap.ColorArray );
} else if( batchFormat == VertexFormat.VertexPos3fTex2f ) {
GL.EnableClientState( ArrayCap.TextureCoordArray );
} else if( batchFormat == VertexFormat.VertexPos3fTex2fCol4b ) {
GL.EnableClientState( ArrayCap.ColorArray );
GL.EnableClientState( ArrayCap.TextureCoordArray );
}
drawBatchFunc = drawBatchFuncs[(int)batchFormat];
}
public override void DrawVbBatch( DrawMode mode, int id, int verticesCount ) {
if( !useVbos ) {
GL.CallList( id );
return;
}
drawBatchFunc( mode, id, verticesCount );
}
public override void EndVbBatch() {
if( !useVbos ) {
return;
}
GL.DisableClientState( ArrayCap.VertexArray );
if( batchFormat == VertexFormat.VertexPos3fCol4b ) {
GL.DisableClientState( ArrayCap.ColorArray );
} else if( batchFormat == VertexFormat.VertexPos3fTex2f ) {
GL.DisableClientState( ArrayCap.TextureCoordArray );
} else if( batchFormat == VertexFormat.VertexPos3fTex2fCol4b ) {
GL.DisableClientState( ArrayCap.ColorArray );
GL.DisableClientState( ArrayCap.TextureCoordArray );
}
}
void DrawVbPos3fFast( DrawMode mode, int id, int verticesCount ) {
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 12, new IntPtr( 0 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
}
void DrawVbPos3fTex2fFast( DrawMode mode, int id, int verticesCount ) {
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 20, new IntPtr( 0 ) );
GL.TexCoordPointer( 2, TexCoordPointerType.Float, 20, new IntPtr( 12 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
}
void DrawVbPos3fCol4bFast( DrawMode mode, int id, int verticesCount ) {
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 16, new IntPtr( 0 ) );
GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 16, new IntPtr( 12 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
}
void DrawVbPos3fTex2fCol4bFast( DrawMode mode, int id, int verticesCount ) {
GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id );
GL.VertexPointer( 3, VertexPointerType.Float, 24, new IntPtr( 0 ) );
GL.TexCoordPointer( 2, TexCoordPointerType.Float, 24, new IntPtr( 12 ) );
GL.ColorPointer( 4, ColorPointerType.UnsignedByte, 24, new IntPtr( 20 ) );
GL.DrawArrays( modeMappings[(int)mode], 0, verticesCount );
}
#endregion
#region Matrix manipulation
MatrixMode lastMode = 0;
MatrixMode[] matrixModes = new MatrixMode[] {
MatrixMode.Projection, MatrixMode.Modelview, MatrixMode.Texture,
};
public override void SetMatrixMode( MatrixType mode ) {
MatrixMode glMode = matrixModes[(int)mode];
if( glMode != lastMode ) {
GL.MatrixMode( glMode );
lastMode = glMode;
}
}
public override void LoadMatrix( ref Matrix4 matrix ) {
GL.LoadMatrix( ref matrix );
}
public override void LoadIdentityMatrix() {
GL.LoadIdentity();
}
public override void PushMatrix() {
GL.PushMatrix();
}
public override void PopMatrix() {
GL.PopMatrix();
}
public override void MultiplyMatrix( ref Matrix4 matrix ) {
GL.MultMatrix( ref matrix );
}
public override void Translate( float x, float y, float z ) {
GL.Translate( x, y, z );
}
public override void RotateX( float degrees ) {
GL.Rotate( degrees, 1f, 0f, 0f );
}
public override void RotateY( float degrees ) {
GL.Rotate( degrees, 0f, 1f, 0f );
}
public override void RotateZ( float degrees ) {
GL.Rotate( degrees, 0f, 0f, 1f );
}
public override void Scale( float x, float y, float z ) {
GL.Scale( x, y, z );
}
#endregion
#if TRACK_RESOURCES
public override void CheckResources() {
if( textures.Count > 0 ) {
foreach( var pair in textures ) {
Console.WriteLine( pair.Value );
Console.WriteLine( "for tex id " + pair.Key );
Console.WriteLine( "===========" );
}
}
if( vbs.Count > 0 ) {
foreach( var pair in vbs ) {
Console.WriteLine( pair.Value );
Console.WriteLine( "for vb id " + pair.Key );
Console.WriteLine( "===========" );
}
}
Console.WriteLine( "tex " + textures.Count + ", vb" + vbs.Count );
if( textures.Count > 0 || vbs.Count > 0 ) {
System.Diagnostics.Debugger.Break();
}
}
#endif
public override void PrintApiSpecificInfo() {
Console.WriteLine( "OpenGL vendor: " + GL.GetString( StringName.Vendor ) );
Console.WriteLine( "OpenGL renderer: " + GL.GetString( StringName.Renderer ) );
Console.WriteLine( "OpenGL version: " + GL.GetString( StringName.Version ) );
int depthBits = 0;
GL.GetInteger( GetPName.DepthBits, out depthBits );
Console.WriteLine( "Depth buffer bits: " + depthBits );
if( depthBits < 24 ) {
Utils.LogWarning( "Depth buffer is less than 24 bits, you may see some issues " +
"with disappearing and/or 'white' graphics." );
Utils.LogWarning( "If this bothers you, type \"/client rendertype legacy\" (without quotes) " +
"after you have loaded the first map." );
}
}
// Based on http://www.opentk.com/doc/graphics/save-opengl-rendering-to-disk
public override void TakeScreenshot( string output, Size size ) {
using( Bitmap bmp = new Bitmap( size.Width, size.Height, BmpPixelFormat.Format32bppRgb ) ) { // ignore alpha component
using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) {
GL.ReadPixels( 0, 0, size.Width, size.Height, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 );
}
bmp.RotateFlip( RotateFlipType.RotateNoneFlipY );
bmp.Save( output, ImageFormat.Png );
}
}
public Color4 GetCol() {
float[] col = new float[4];
GL.GetFloat( GetPName.CurrentColor, out col[0] );
return new Color4( col[0], col[1], col[2], col[3] );
}
static void ToggleCap( EnableCap cap, bool value ) {
if( value ) GL.Enable( cap );
else GL.Disable( cap );
}
public void SaveTexture( int texId, int width, int height, string path ) {
GL.Enable( EnableCap.Texture2D );
GL.BindTexture( TextureTarget.Texture2D, texId );
//GL.CopyTexSubImage2D( TextureTarget.Texture2D, 0, 0, 0, 0, 0, width, height );
using( Bitmap bmp = new Bitmap( width, height, BmpPixelFormat.Format32bppArgb ) ) {
using( FastBitmap fastBmp = new FastBitmap( bmp, true ) ) {
GL.GetTexImage( TextureTarget.Texture2D, 0, GlPixelFormat.Bgra, PixelType.UnsignedByte, fastBmp.Scan0 );
}
bmp.Save( path );
}
GL.Disable( EnableCap.Texture2D );
}
public void UpdateTexturePart( int texId, int x, int y, FastBitmap part ) {
GL.Enable( EnableCap.Texture2D );
GL.BindTexture( TextureTarget.Texture2D, texId );
GL.TexSubImage2D( TextureTarget.Texture2D, 0, x, y, part.Width, part.Height,
GlPixelFormat.Bgra, PixelType.UnsignedByte, part.Scan0 );
GL.Disable( EnableCap.Texture2D );
}
}
}