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

328 lines
13 KiB
C#

#region --- License ---
/* Licensed under the MIT/X11 license.
* Copyright (c) 2006-2008 the OpenTK Team.
* This notice may not be removed from any source distribution.
* See license.txt for licensing detailed licensing details.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
namespace OpenTK.Graphics
{
/// <summary>Defines the format for graphics operations.</summary>
public class GraphicsMode
{
ColorFormat color_format, accumulator_format;
int depth, stencil, buffers, samples;
bool stereo;
IntPtr index; // The id of the pixel format or visual.
static IGraphicsMode implementation;
static object mode_selection_lock = new object();
#region --- Constructors ---
#region static GraphicsMode()
static GraphicsMode()
{
if (Configuration.RunningOnWindows)
implementation = new OpenTK.Platform.Windows.WinGraphicsMode();
else if (Configuration.RunningOnX11)
implementation = new OpenTK.Platform.X11.X11GraphicsMode();
else
throw new PlatformNotSupportedException("Please, refer to http://www.opentk.com for more information.");
}
#endregion
#region internal GraphicsMode(GraphicsMode mode)
internal GraphicsMode(GraphicsMode mode)
: this(mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat, mode.Buffers, mode.Stereo) { }
#endregion
#region internal GraphicsMode((IntPtr index, ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo)
internal GraphicsMode(IntPtr index, ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
int buffers, bool stereo)
{
if (depth < 0) throw new ArgumentOutOfRangeException("depth", "Must be greater than, or equal to zero.");
if (stencil < 0) throw new ArgumentOutOfRangeException("stencil", "Must be greater than, or equal to zero.");
if (buffers <= 0) throw new ArgumentOutOfRangeException("buffers", "Must be greater than zero.");
if (samples < 0) throw new ArgumentOutOfRangeException("samples", "Must be greater than, or equal to zero.");
// This method will search for the closest
if (index == IntPtr.Zero)
{
GraphicsMode mode;
lock (mode_selection_lock)
{
mode = implementation.SelectGraphicsMode(color, depth, stencil, samples, accum, buffers, stereo);
}
this.Index = mode.Index;
this.ColorFormat = mode.ColorFormat;
this.Depth = mode.Depth;
this.Stencil = mode.Stencil;
this.Samples = mode.Samples;
this.AccumulatorFormat = mode.AccumulatorFormat;
this.Buffers = mode.Buffers;
this.Stereo = mode.Stereo;
}
else
{
this.Index = index;
this.ColorFormat = color;
this.Depth = depth;
this.Stencil = stencil;
this.Samples = samples;
this.AccumulatorFormat = accum;
this.Buffers = buffers;
this.Stereo = stereo;
}
}
#endregion
#region public GraphicsMode()
/// <summary>Constructs a new GraphicsMode with sensible default parameters.</summary>
public GraphicsMode()
: this(Default)
{ }
#endregion
#region public GraphicsMode(ColorFormat color)
/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
/// <param name="color">The ColorFormat of the color buffer.</param>
public GraphicsMode(ColorFormat color)
: this(color, Default.Depth, Default.Stencil, Default.Samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
{ }
#endregion
#region public GraphicsMode(ColorFormat color, int depth)
/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
/// <param name="color">The ColorFormat of the color buffer.</param>
/// <param name="depth">The number of bits in the depth buffer.</param>
public GraphicsMode(ColorFormat color, int depth)
: this(color, depth, Default.Stencil, Default.Samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
{ }
#endregion
#region public GraphicsMode(ColorFormat color, int depth, int stencil)
/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
/// <param name="color">The ColorFormat of the color buffer.</param>
/// <param name="depth">The number of bits in the depth buffer.</param>
/// <param name="stencil">The number of bits in the stencil buffer.</param>
public GraphicsMode(ColorFormat color, int depth, int stencil)
: this(color, depth, stencil, Default.Samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
{ }
#endregion
#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples)
/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
/// <param name="color">The ColorFormat of the color buffer.</param>
/// <param name="depth">The number of bits in the depth buffer.</param>
/// <param name="stencil">The number of bits in the stencil buffer.</param>
/// <param name="samples">The number of samples for FSAA.</param>
public GraphicsMode(ColorFormat color, int depth, int stencil, int samples)
: this(color, depth, stencil, samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
{ }
#endregion
#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum)
/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
/// <param name="color">The ColorFormat of the color buffer.</param>
/// <param name="depth">The number of bits in the depth buffer.</param>
/// <param name="stencil">The number of bits in the stencil buffer.</param>
/// <param name="samples">The number of samples for FSAA.</param>
/// <param name="accum">The ColorFormat of the accumilliary buffer.</param>
public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum)
: this(color, depth, stencil, samples, accum, Default.Buffers, Default.Stereo)
{ }
#endregion
#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers)
/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
/// <param name="color">The ColorFormat of the color buffer.</param>
/// <param name="depth">The number of bits in the depth buffer.</param>
/// <param name="stencil">The number of bits in the stencil buffer.</param>
/// <param name="samples">The number of samples for FSAA.</param>
/// <param name="accum">The ColorFormat of the accumilliary buffer.</param>
/// <param name="buffers">The number of render buffers. Typical values include one (single-), two (double-) or three (triple-buffering).</param>
public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers)
: this(color, depth, stencil, samples, accum, buffers, Default.Stereo)
{ }
#endregion
#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo)
/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
/// <param name="color">The ColorFormat of the color buffer.</param>
/// <param name="depth">The number of bits in the depth buffer.</param>
/// <param name="stencil">The number of bits in the stencil buffer.</param>
/// <param name="samples">The number of samples for FSAA.</param>
/// <param name="accum">The ColorFormat of the accumilliary buffer.</param>
/// <param name="stereo">Set to true for a GraphicsMode with stereographic capabilities.</param>
/// <param name="buffers">The number of render buffers. Typical values include one (single-), two (double-) or three (triple-buffering).</param>
public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo)
: this(IntPtr.Zero, color, depth, stencil, samples, accum, buffers, stereo) { }
#endregion
#endregion
#region --- Public Methods ---
#region public int ColorFormat
/// <summary>
/// Gets an OpenTK.Graphics.ColorFormat that describes the color format for this GraphicsFormat.
/// </summary>
public ColorFormat ColorFormat
{
get { return color_format; }
private set { color_format = value; }
}
#endregion
#region public int AccumulatorFormat
/// <summary>
/// Gets an OpenTK.Graphics.ColorFormat that describes the accumulator format for this GraphicsFormat.
/// </summary>
public ColorFormat AccumulatorFormat
{
get { return accumulator_format; }
private set { accumulator_format = value; }
}
#endregion
#region public int Depth
/// <summary>
/// Gets a System.Int32 that contains the bits per pixel for the depth buffer
/// for this GraphicsFormat.
/// </summary>
public int Depth
{
get { return depth; }
private set { depth = value; }
}
#endregion
#region public int Stencil
/// <summary>
/// Gets a System.Int32 that contains the bits per pixel for the stencil buffer
/// of this GraphicsFormat.
/// </summary>
public int Stencil
{
get { return stencil; }
private set { stencil = value; }
}
#endregion
#region public int Samples
/// <summary>
/// Gets a System.Int32 that contains the number of FSAA samples per pixel for this GraphicsFormat.
/// </summary>
public int Samples
{
get { return samples; }
private set { samples = value; }
}
#endregion
#region public bool Stereo
/// <summary>
/// Gets a System.Boolean indicating whether this DisplayMode is stereoscopic.
/// </summary>
public bool Stereo
{
get { return this.stereo; }
private set { this.stereo = value; }
}
#endregion
#region public int Buffers
/// <summary>
/// Gets a System.Int32 containing the number of buffers associated with this
/// DisplayMode.
/// </summary>
public int Buffers
{
get { return this.buffers; }
private set { this.buffers = value; }
}
#endregion
#region public static GraphicsFormat Default
/// <summary>Returns an OpenTK.GraphicsFormat compatible with the underlying platform.</summary>
public static GraphicsMode Default
{
get { return new GraphicsMode(DisplayDevice.Default.BitsPerPixel, 16, 0, 0, 0, 2, false); }
}
#endregion
#endregion
#region --- Internal Methods ---
#region internal IntPtr Index
internal IntPtr Index
{
get { return index; }
set { index = value; }
}
#endregion
#endregion
#region --- Overrides ---
/// <summary>Returns a System.String describing the current GraphicsFormat.</summary>
/// <returns>! System.String describing the current GraphicsFormat.</returns>
public override string ToString()
{
return String.Format("Index: {0}, Color: {1}, Depth: {2}, Stencil: {3}, Samples: {4}, Accum: {5}, Buffers: {6}, Stereo: {7}",
Index, ColorFormat, Depth, Stereo, Samples, AccumulatorFormat, Buffers, Stereo);
}
#endregion
}
}