//#define TRACK_RESOURCES using System; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; 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; const string vboExt = "GL_ARB_vertex_buffer_object"; BeginMode[] modeMappings = { BeginMode.Triangles, BeginMode.Lines, BeginMode.TriangleStrip }; public OpenGLApi() { GL.GetInteger( GetPName.MaxTextureSize, out textureDimensions ); string extensions = GL.GetString( StringName.Extensions ); if( !extensions.Contains( vboExt ) ) { Utils.LogError( "ClassicalSharp post 0.6 version requires OpenGL VBOs." ); Utils.LogWarning( "You may need to install and/or update your video card drivers." ); Utils.LogWarning( "Alternatively, you can download the 'DLCompatibility build." ); throw new InvalidOperationException( "Cannot use OpenGL vbos." ); } base.InitDynamicBuffers(); drawBatchFuncCol4b = DrawVbPos3fCol4bFast; drawBatchFuncTex2f = DrawVbPos3fTex2fFast; drawBatchFuncTex2fCol4b = DrawVbPos3fTex2fCol4bFast; } public override int MaxTextureDimensions { get { return textureDimensions; } } public override bool AlphaTest { set { ToggleCap( EnableCap.AlphaTest, value ); } } public override bool AlphaBlending { set { ToggleCap( EnableCap.Blend, value ); } } AlphaFunction[] alphaFuncs = { AlphaFunction.Always, AlphaFunction.Notequal, AlphaFunction.Never, AlphaFunction.Less, AlphaFunction.Lequal, AlphaFunction.Equal, AlphaFunction.Gequal, AlphaFunction.Greater, }; public override void AlphaTestFunc( CompareFunc func, float value ) { GL.AlphaFunc( alphaFuncs[(int)func], value ); } BlendingFactor[] blendFuncs = { BlendingFactor.Zero, BlendingFactor.One, BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha, BlendingFactor.DstAlpha, BlendingFactor.OneMinusDstAlpha, }; public override void AlphaBlendFunc( BlendFunc srcFunc, BlendFunc destFunc ) { GL.BlendFunc( blendFuncs[(int)srcFunc], blendFuncs[(int)destFunc] ); } public override bool Fog { set { ToggleCap( EnableCap.Fog, value ); } } public unsafe override void SetFogColour( FastColour col ) { Vector4 colRGBA = new Vector4( col.R / 255f, col.G / 255f, col.B / 255f, col.A / 255f ); GL.Fog( FogParameter.FogColor, &colRGBA.X ); } public override void SetFogDensity( float value ) { GL.Fog( FogParameter.FogDensity, value ); } public override void SetFogEnd( float value ) { GL.Fog( FogParameter.FogEnd, value ); } FogMode[] fogModes = { 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 ); } public override bool FaceCulling { set { ToggleCap( EnableCap.CullFace, value ); } } #if TRACK_RESOURCES Dictionary textures = new Dictionary(); #endif public override int LoadTexture( int width, int height, IntPtr scan0 ) { if( !Utils.IsPowerOf2( width ) || !Utils.IsPowerOf2( height ) ) Utils.LogWarning( "Creating a non power of two texture." ); int texId = 0; GL.GenTextures( 1, out texId ); 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 ); GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, 0, GlPixelFormat.Bgra, PixelType.UnsignedByte, scan0 ); 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( ref int texId ) { if( texId <= 0 ) return; #if TRACK_RESOURCES textures.Remove( texId ); #endif GL.DeleteTextures( 1, ref texId ); texId = -1; } public override bool IsValidTexture( int texId ) { return GL.IsTexture( texId ); } public override bool Texturing { set { ToggleCap( EnableCap.Texture2D, value ); } } 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 bool ColourWrite { set { GL.ColorMask( value, value, value, value ); } } DepthFunction[] depthFuncs = { DepthFunction.Always, DepthFunction.Notequal, DepthFunction.Never, DepthFunction.Less, DepthFunction.Lequal, DepthFunction.Equal, DepthFunction.Gequal, DepthFunction.Greater, }; public override void DepthTestFunc( CompareFunc func ) { GL.DepthFunc( depthFuncs[(int)func] ); } public override bool DepthTest { set { ToggleCap( EnableCap.DepthTest, value ); } } public override bool DepthWrite { set { GL.DepthMask( value ); } } PolygonMode[] fillModes = { PolygonMode.Point, PolygonMode.Line, PolygonMode.Fill }; public override void SetFillType( FillType type ) { GL.PolygonMode( MaterialFace.FrontAndBack, fillModes[(int)type] ); } #region Vertex buffers #if TRACK_RESOURCES Dictionary vbs = new Dictionary(); #endif Action drawBatchFunc; Action drawBatchFuncTex2f; Action drawBatchFuncCol4b; Action drawBatchFuncTex2fCol4b; public override int CreateDynamicVb( VertexFormat format, int maxVertices ) { int id = 0; GL.Arb.GenBuffers( 1, out id ); int sizeInBytes = GetSizeInBytes( maxVertices, format ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, id ); GL.Arb.BufferData( BufferTargetArb.ArrayBuffer, new IntPtr( sizeInBytes ), IntPtr.Zero, BufferUsageArb.DynamicDraw ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); return id; } public override int InitVb( T[] vertices, VertexFormat format, int count ) { int id = 0; GL.Arb.GenBuffers( 1, out id ); 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; } public override int InitIb( ushort[] indices, int indicesCount ) { int id = 0; GL.Arb.GenBuffers( 1, out id ); int sizeInBytes = indicesCount * sizeof( ushort ); GL.Arb.BindBuffer( BufferTargetArb.ElementArrayBuffer, id ); GL.Arb.BufferData( BufferTargetArb.ElementArrayBuffer, new IntPtr( sizeInBytes ), indices, BufferUsageArb.StaticDraw ); GL.Arb.BindBuffer( BufferTargetArb.ElementArrayBuffer, 0 ); return id; } public override void DrawDynamicVb( DrawMode mode, int vb, T[] vertices, VertexFormat format, int count ) { int sizeInBytes = GetSizeInBytes( count, format ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, vb ); GL.Arb.BufferSubData( BufferTargetArb.ArrayBuffer, IntPtr.Zero, new IntPtr( sizeInBytes ), vertices ); BeginVbBatch( format ); DrawVbBatch( mode, vb, 0, count ); EndVbBatch(); } public override void DeleteDynamicVb( int id ) { if( id <= 0 ) return; GL.Arb.DeleteBuffers( 1, ref id ); } public override void DeleteVb( int id ) { if( id <= 0 ) return; #if TRACK_RESOURCES vbs.Remove( id ); #endif GL.Arb.DeleteBuffers( 1, ref id ); } public override void DeleteIb( int id ) { if( id <= 0 ) return; GL.Arb.DeleteBuffers( 1, ref id ); } public override bool IsValidVb( int vb ) { return GL.Arb.IsBuffer( vb ); } public override bool IsValidIb( int ib ) { return GL.Arb.IsBuffer( ib ); } public override void DrawVb( DrawMode mode, VertexFormat format, int id, int offset, int verticesCount ) { BeginVbBatch( format ); DrawVbBatch( mode, id, offset, verticesCount ); EndVbBatch(); } VertexFormat batchFormat; public override void BeginVbBatch( VertexFormat format ) { batchFormat = format; EnableClientState( format ); if( format == VertexFormat.Pos3fTex2fCol4b ) { drawBatchFunc = drawBatchFuncTex2fCol4b; } else if( format == VertexFormat.Pos3fCol4b ) { drawBatchFunc =drawBatchFuncCol4b; } else if( format == VertexFormat.Pos3fTex2f ) { drawBatchFunc = drawBatchFuncTex2f; } } public override void BeginIndexedVbBatch() { EnableClientState( VertexFormat.Pos3fTex2fCol4b ); } public override void DrawVbBatch( DrawMode mode, int id, int offset, int verticesCount ) { drawBatchFunc( mode, id, offset, verticesCount ); } public override void DrawIndexedVbBatch( DrawMode mode, int vb, int ib, int indicesCount ) { GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, vb ); GL.Arb.BindBuffer( BufferTargetArb.ElementArrayBuffer, ib ); 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.DrawElements( modeMappings[(int)mode], indicesCount, DrawElementsType.UnsignedShort, 0 ); } public override void EndVbBatch() { DisableClientState( batchFormat ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); } public override void EndIndexedVbBatch() { DisableClientState( VertexFormat.Pos3fTex2fCol4b ); GL.Arb.BindBuffer( BufferTargetArb.ArrayBuffer, 0 ); GL.Arb.BindBuffer( BufferTargetArb.ElementArrayBuffer, 0 ); } void DrawVbPos3fTex2fFast( DrawMode mode, int id, int offset, 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], offset, verticesCount ); } void DrawVbPos3fCol4bFast( DrawMode mode, int id, int offset, 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], offset, verticesCount ); } void DrawVbPos3fTex2fCol4bFast( DrawMode mode, int id, int offset, 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], offset, verticesCount ); } static void EnableClientState( VertexFormat format ) { GL.EnableClientState( ArrayCap.VertexArray ); if( format == VertexFormat.Pos3fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); } else if( format == VertexFormat.Pos3fTex2f ) { GL.EnableClientState( ArrayCap.TextureCoordArray ); } else if( format == VertexFormat.Pos3fTex2fCol4b ) { GL.EnableClientState( ArrayCap.ColorArray ); GL.EnableClientState( ArrayCap.TextureCoordArray ); } } static void DisableClientState( VertexFormat format ) { GL.DisableClientState( ArrayCap.VertexArray ); if( format == VertexFormat.Pos3fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); } else if( format == VertexFormat.Pos3fTex2f ) { GL.DisableClientState( ArrayCap.TextureCoordArray ); } else if( format == VertexFormat.Pos3fTex2fCol4b ) { GL.DisableClientState( ArrayCap.ColorArray ); GL.DisableClientState( ArrayCap.TextureCoordArray ); } } #endregion #region Matrix manipulation MatrixMode lastMode = 0; MatrixMode[] matrixModes = { 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 BeginFrame( Game game ) { } public override void EndFrame( Game game ) { game.SwapBuffers(); } 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 override void OnWindowResize( int newWidth, int newHeight ) { GL.Viewport( 0, 0, newWidth, newHeight ); } 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 ); 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 ); } } }