Opentk/Source/OpenTK/Graphics/OpenGL/GLHelper.cs

870 lines
24 KiB
C#

#region --- License ---
/* Copyright (c) 2006-2008 the OpenTK team.
* See license.txt for license info
*
* Contributions by Andy Gill.
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Reflection;
using System.Diagnostics;
using System.Reflection.Emit;
#endregion
namespace OpenTK.Graphics.OpenGL
{
/// <summary>
/// OpenGL bindings for .NET, implementing the full OpenGL API, including extensions.
/// </summary>
/// <remarks>
/// <para>
/// This class contains all OpenGL enums and functions defined in the latest OpenGL specification.
/// The official .spec files can be found at: http://opengl.org/registry/.
/// </para>
/// <para> A valid OpenGL context must be created before calling any OpenGL function.</para>
/// <para>
/// Use the GL.Load and GL.LoadAll methods to prepare function entry points prior to use. To maintain
/// cross-platform compatibility, this must be done for both core and extension functions. The GameWindow
/// and the GLControl class will take care of this automatically.
/// </para>
/// <para>
/// You can use the GL.SupportsExtension method to check whether any given category of extension functions
/// exists in the current OpenGL context. Keep in mind that different OpenGL contexts may support different
/// extensions, and under different entry points. Always check if all required extensions are still supported
/// when changing visuals or pixel formats.
/// </para>
/// <para>
/// You may retrieve the entry point for an OpenGL function using the GL.GetDelegate method.
/// </para>
/// </remarks>
/// <see href="http://opengl.org/registry/"/>
public sealed partial class GL : GraphicsBindingsBase
{
#region --- Fields ---
internal const string Library = "opengl32.dll";
static SortedList<string, bool> AvailableExtensions = new SortedList<string, bool>();
static readonly object sync_root = new object();
#endregion
#region --- Constructor ---
static GL()
{
}
#endregion
#region --- Public Members ---
/// <summary>
/// Loads all OpenGL entry points (core and extension).
/// This method is provided for compatibility purposes with older OpenTK versions.
/// </summary>
[Obsolete("If you are using a context constructed outside of OpenTK, create a new GraphicsContext and pass your context handle to it. Otherwise, there is no need to call this method.")]
public static void LoadAll()
{
new GL().LoadEntryPoints();
}
#endregion
#region --- Protected Members ---
/// <summary>
/// Returns a synchronization token unique for the GL class.
/// </summary>
protected override object SyncRoot
{
get { return sync_root; }
}
#endregion
#region --- GL Overloads ---
#pragma warning disable 3019
#pragma warning disable 1591
#pragma warning disable 1572
#pragma warning disable 1573
// Note: Mono 1.9.1 truncates StringBuilder results (for 'out string' parameters).
// We work around this issue by doubling the StringBuilder capacity.
#region public static void Color[34]() overloads
public static void Color3(System.Drawing.Color color)
{
GL.Color3(color.R, color.G, color.B);
}
public static void Color4(System.Drawing.Color color)
{
GL.Color4(color.R, color.G, color.B, color.A);
}
public static void Color3(Vector3 color)
{
GL.Color3(color.X, color.Y, color.Z);
}
public static void Color4(Vector4 color)
{
GL.Color4(color.X, color.Y, color.Z, color.W);
}
public static void Color4(Color4 color)
{
GL.Color4(color.R, color.G, color.B, color.A);
}
#endregion
#region public static void ClearColor() overloads
public static void ClearColor(System.Drawing.Color color)
{
GL.ClearColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
}
public static void ClearColor(Color4 color)
{
GL.ClearColor(color.R, color.G, color.B, color.A);
}
#endregion
#region public static void BlendColor() overloads
public static void BlendColor(System.Drawing.Color color)
{
GL.BlendColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
}
public static void BlendColor(Color4 color)
{
GL.BlendColor(color.R, color.G, color.B, color.A);
}
#endregion
#region public static void Material() overloads
public static void Material(MaterialFace face, MaterialParameter pname, Vector4 @params)
{
unsafe { Material(face, pname, (float*)&@params.X); }
}
public static void Material(MaterialFace face, MaterialParameter pname, Color4 @params)
{
unsafe { GL.Material(face, pname, (float*)&@params); }
}
#endregion
#region public static void Light() overloads
public static void Light(LightName name, LightParameter pname, Vector4 @params)
{
unsafe { GL.Light(name, pname, (float*)&@params.X); }
}
public static void Light(LightName name, LightParameter pname, Color4 @params)
{
unsafe { GL.Light(name, pname, (float*)&@params); }
}
#endregion
#region --- Overloads for OpenTK.Math ---
public static void Normal3(Vector3 normal)
{
GL.Normal3(normal.X, normal.Y, normal.Z);
}
public static void RasterPos2(Vector2 pos)
{
GL.RasterPos2(pos.X, pos.Y);
}
public static void RasterPos3(Vector3 pos)
{
GL.RasterPos3(pos.X, pos.Y, pos.Z);
}
public static void RasterPos4(Vector4 pos)
{
GL.RasterPos4(pos.X, pos.Y, pos.Z, pos.W);
}
public static void Vertex2(Vector2 v)
{
GL.Vertex2(v.X, v.Y);
}
public static void Vertex3(Vector3 v)
{
GL.Vertex3(v.X, v.Y, v.Z);
}
public static void Vertex4(Vector4 v)
{
GL.Vertex4(v.X, v.Y, v.Z, v.W);
}
public static void TexCoord2(Vector2 v)
{
GL.TexCoord2(v.X, v.Y);
}
public static void TexCoord3(Vector3 v)
{
GL.TexCoord3(v.X, v.Y, v.Z);
}
public static void TexCoord4(Vector4 v)
{
GL.TexCoord4(v.X, v.Y, v.Z, v.W);
}
public static void Rotate(Single angle, Vector3 axis)
{
GL.Rotate((Single)angle, axis.X, axis.Y, axis.Z);
}
public static void Scale(Vector3 scale)
{
GL.Scale(scale.X, scale.Y, scale.Z);
}
public static void Translate(Vector3 trans)
{
GL.Translate(trans.X, trans.Y, trans.Z);
}
public static void MultMatrix(ref Matrix4 mat)
{
unsafe
{
fixed (Single* m_ptr = &mat.Row0.X)
{
GL.MultMatrix((Single*)m_ptr);
}
}
}
public static void LoadMatrix(ref Matrix4 mat)
{
unsafe
{
fixed (Single* m_ptr = &mat.Row0.X)
{
GL.LoadMatrix((Single*)m_ptr);
}
}
}
public static void LoadTransposeMatrix(ref Matrix4 mat)
{
unsafe
{
fixed (Single* m_ptr = &mat.Row0.X)
{
GL.LoadTransposeMatrix((Single*)m_ptr);
}
}
}
public static void MultTransposeMatrix(ref Matrix4 mat)
{
unsafe
{
fixed (Single* m_ptr = &mat.Row0.X)
{
GL.MultTransposeMatrix((Single*)m_ptr);
}
}
}
public static void MultMatrix(ref Matrix4d mat)
{
unsafe
{
fixed (Double* m_ptr = &mat.Row0.X)
{
GL.MultMatrix((Double*)m_ptr);
}
}
}
public static void LoadMatrix(ref Matrix4d mat)
{
unsafe
{
fixed (Double* m_ptr = &mat.Row0.X)
{
GL.LoadMatrix((Double*)m_ptr);
}
}
}
public static void LoadTransposeMatrix(ref Matrix4d mat)
{
unsafe
{
fixed (Double* m_ptr = &mat.Row0.X)
{
GL.LoadTransposeMatrix((Double*)m_ptr);
}
}
}
public static void MultTransposeMatrix(ref Matrix4d mat)
{
unsafe
{
fixed (Double* m_ptr = &mat.Row0.X)
{
GL.MultTransposeMatrix((Double*)m_ptr);
}
}
}
public static void UniformMatrix4(int location, bool transpose, ref Matrix4 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.Row0.X)
{
GL.UniformMatrix4(location, 1, transpose, matrix_ptr);
}
}
}
#region Uniform
[CLSCompliant(false)]
public static void Uniform2(int location, ref Vector2 vector)
{
GL.Uniform2(location, vector.X, vector.Y);
}
[CLSCompliant(false)]
public static void Uniform3(int location, ref Vector3 vector)
{
GL.Uniform3(location, vector.X, vector.Y, vector.Z);
}
[CLSCompliant(false)]
public static void Uniform4(int location, ref Vector4 vector)
{
GL.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
public static void Uniform2(int location, Vector2 vector)
{
GL.Uniform2(location, vector.X, vector.Y);
}
public static void Uniform3(int location, Vector3 vector)
{
GL.Uniform3(location, vector.X, vector.Y, vector.Z);
}
public static void Uniform4(int location, Vector4 vector)
{
GL.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
public static void Uniform4(int location, Color4 color)
{
GL.Uniform4(location, color.R, color.G, color.B, color.A);
}
public static void Uniform4(int location, Quaternion quaternion)
{
GL.Uniform4(location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
}
#endregion
#endregion
#region Shaders
#region GetActiveAttrib
public static string GetActiveAttrib(int program, int index, out int size, out ActiveAttribType type)
{
int length;
GetProgram(program, OpenTK.Graphics.OpenGL.ProgramParameter.ActiveAttributeMaxLength, out length);
StringBuilder sb = new StringBuilder(length == 0 ? 1 : length * 2);
GetActiveAttrib(program, index, sb.Capacity, out length, out size, out type, sb);
return sb.ToString();
}
#endregion
#region GetActiveUniform
public static string GetActiveUniform(int program, int uniformIndex, out int size, out ActiveUniformType type)
{
int length;
GetProgram(program, OpenTK.Graphics.OpenGL.ProgramParameter.ActiveUniformMaxLength, out length);
StringBuilder sb = new StringBuilder(length == 0 ? 1 : length);
GetActiveUniform(program, uniformIndex, sb.Capacity, out length, out size, out type, sb);
return sb.ToString();
}
#endregion
#region GetActiveUniformName
public static string GetActiveUniformName(int program, int uniformIndex)
{
int length;
GetProgram(program, OpenTK.Graphics.OpenGL.ProgramParameter.ActiveUniformMaxLength, out length);
StringBuilder sb = new StringBuilder(length == 0 ? 1 : length * 2);
GetActiveUniformName(program, uniformIndex, sb.Capacity, out length, sb);
return sb.ToString();
}
#endregion
#region GetActiveUniformBlockName
public static string GetActiveUniformBlockName(int program, int uniformIndex)
{
int length;
GetProgram(program, OpenTK.Graphics.OpenGL.ProgramParameter.ActiveUniformBlockMaxNameLength, out length);
StringBuilder sb = new StringBuilder(length == 0 ? 1 : length * 2);
GetActiveUniformBlockName(program, uniformIndex, sb.Capacity, out length, sb);
return sb.ToString();
}
#endregion
#region public static void ShaderSource(Int32 shader, System.String @string)
public static void ShaderSource(Int32 shader, System.String @string)
{
unsafe
{
int length = @string.Length;
GL.ShaderSource((UInt32)shader, 1, new string[] { @string }, &length);
}
}
#endregion
#region public static string GetShaderInfoLog(Int32 shader)
public static string GetShaderInfoLog(Int32 shader)
{
string info;
GetShaderInfoLog(shader, out info);
return info;
}
#endregion
#region public static void GetShaderInfoLog(Int32 shader, out string info)
public static void GetShaderInfoLog(Int32 shader, out string info)
{
unsafe
{
int length;
GL.GetShader(shader, ShaderParameter.InfoLogLength, out length);
if (length == 0)
{
info = String.Empty;
return;
}
StringBuilder sb = new StringBuilder(length * 2);
GL.GetShaderInfoLog((UInt32)shader, sb.Capacity, &length, sb);
info = sb.ToString();
}
}
#endregion
#region public static string GetProgramInfoLog(Int32 program)
public static string GetProgramInfoLog(Int32 program)
{
string info;
GetProgramInfoLog(program, out info);
return info;
}
#endregion
#region public static void GetProgramInfoLog(Int32 program, out string info)
public static void GetProgramInfoLog(Int32 program, out string info)
{
unsafe
{
int length;
GL.GetProgram(program, OpenTK.Graphics.OpenGL.ProgramParameter.InfoLogLength, out length); if (length == 0)
{
info = String.Empty;
return;
}
StringBuilder sb = new StringBuilder(length * 2);
GL.GetProgramInfoLog((UInt32)program, sb.Capacity, &length, sb);
info = sb.ToString();
}
}
#endregion
#endregion
#region public static void PointParameter(PointSpriteCoordOriginParameter param)
/// <summary>
/// Helper function that defines the coordinate origin of the Point Sprite.
/// </summary>
/// <param name="param">
/// A OpenTK.Graphics.OpenGL.GL.PointSpriteCoordOriginParameter token,
/// denoting the origin of the Point Sprite.
/// </param>
public static void PointParameter(PointSpriteCoordOriginParameter param)
{
GL.PointParameter(PointParameterName.PointSpriteCoordOrigin, (int)param);
}
#endregion
#region public static void VertexAttrib2(Int32 index, ref Vector2 v)
[CLSCompliant(false)]
public static void VertexAttrib2(Int32 index, ref Vector2 v)
{
GL.VertexAttrib2(index, v.X, v.Y);
}
#endregion
#region public static void VertexAttrib3(Int32 index, ref Vector3 v)
[CLSCompliant(false)]
public static void VertexAttrib3(Int32 index, ref Vector3 v)
{
GL.VertexAttrib3(index, v.X, v.Y, v.Z);
}
#endregion
#region public static void VertexAttrib4(Int32 index, ref Vector4 v)
[CLSCompliant(false)]
public static void VertexAttrib4(Int32 index, ref Vector4 v)
{
GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
#endregion
#region public static void VertexAttrib2(Int32 index, Vector2 v)
public static void VertexAttrib2(Int32 index, Vector2 v)
{
GL.VertexAttrib2(index, v.X, v.Y);
}
#endregion
#region public static void VertexAttrib3(Int32 index, Vector3 v)
public static void VertexAttrib3(Int32 index, Vector3 v)
{
GL.VertexAttrib3(index, v.X, v.Y, v.Z);
}
#endregion
#region public static void VertexAttrib4(Int32 index, Vector4 v)
public static void VertexAttrib4(Int32 index, Vector4 v)
{
GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
#endregion
#region public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
{
GL.MultiTexCoord2(target, v.X, v.Y);
}
#endregion
#region public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
{
GL.MultiTexCoord3(target, v.X, v.Y, v.Z);
}
#endregion
#region public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
{
GL.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
}
#endregion
#region public static void Rect(System.Drawing.RectangleF rect)
public static void Rect(System.Drawing.RectangleF rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
#endregion
#region public static void Rect(ref System.Drawing.RectangleF rect)
[CLSCompliant(false)]
public static void Rect(ref System.Drawing.RectangleF rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
#endregion
#region public static void Rect(System.Drawing.Rectangle rect)
public static void Rect(System.Drawing.Rectangle rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
#endregion
#region public static void Rect(ref System.Drawing.Rectangle rect)
[CLSCompliant(false)]
public static void Rect(ref System.Drawing.Rectangle rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
#endregion
#region public static int GenTexture()
public static int GenTexture()
{
int id;
GenTextures(1, out id);
return id;
}
#endregion
#region public static void DeleteTexture(int id)
public static void DeleteTexture(int id)
{
DeleteTextures(1, ref id);
}
#endregion
#region [Vertex|Normal|Index|Color|FogCoord|VertexAttrib]Pointer
public static void VertexPointer(int size, VertexPointerType type, int stride, int pointer)
{
VertexPointer(size, type, stride, (IntPtr)pointer);
}
public static void NormalPointer(int size, NormalPointerType type, int stride, int pointer)
{
NormalPointer(type, stride, (IntPtr)pointer);
}
public static void IndexPointer(IndexPointerType type, int stride, int pointer)
{
IndexPointer(type, stride, (IntPtr)pointer);
}
public static void ColorPointer(int size, ColorPointerType type, int stride, int pointer)
{
ColorPointer(size, type, stride, (IntPtr)pointer);
}
public static void FogCoordPointer(int size, FogPointerType type, int stride, int pointer)
{
FogCoordPointer(type, stride, (IntPtr)pointer);
}
public static void EdgeFlagPointer(int stride, int pointer)
{
EdgeFlagPointer(stride, (IntPtr)pointer);
}
public static void VertexAttribPointer(int index, int size, VertexAttribPointerType type, bool normalized, int stride, int pointer)
{
VertexAttribPointer(index, size, type, normalized, stride, (IntPtr)pointer);
}
#endregion
#region Get[Float|Double]
public static void GetFloat(GetPName pname, out Vector2 vector)
{
unsafe
{
fixed (Vector2* ptr = &vector)
GetFloat(pname, (float*)ptr);
}
}
public static void GetFloat(GetPName pname, out Vector3 vector)
{
unsafe
{
fixed (Vector3* ptr = &vector)
GetFloat(pname, (float*)ptr);
}
}
public static void GetFloat(GetPName pname, out Vector4 vector)
{
unsafe
{
fixed (Vector4* ptr = &vector)
GetFloat(pname, (float*)ptr);
}
}
public static void GetFloat(GetPName pname, out Matrix4 matrix)
{
unsafe
{
fixed (Matrix4* ptr = &matrix)
GetFloat(pname, (float*)ptr);
}
}
public static void GetDouble(GetPName pname, out Vector2d vector)
{
unsafe
{
fixed (Vector2d* ptr = &vector)
GetDouble(pname, (double*)ptr);
}
}
public static void GetDouble(GetPName pname, out Vector3d vector)
{
unsafe
{
fixed (Vector3d* ptr = &vector)
GetDouble(pname, (double*)ptr);
}
}
public static void GetDouble(GetPName pname, out Vector4d vector)
{
unsafe
{
fixed (Vector4d* ptr = &vector)
GetDouble(pname, (double*)ptr);
}
}
public static void GetDouble(GetPName pname, out Matrix4d matrix)
{
unsafe
{
fixed (Matrix4d* ptr = &matrix)
GetDouble(pname, (double*)ptr);
}
}
#endregion
#region Viewport
public static void Viewport(System.Drawing.Size size)
{
GL.Viewport(0, 0, size.Width, size.Height);
}
public static void Viewport(System.Drawing.Point location, System.Drawing.Size size)
{
GL.Viewport(location.X, location.Y, size.Width, size.Height);
}
public static void Viewport(System.Drawing.Rectangle rectangle)
{
GL.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
}
public static void Viewport(OpenTK.Point location, OpenTK.Size size)
{
GL.Viewport(location.X, location.Y, size.Width, size.Height);
}
public static void Viewport(OpenTK.Rectangle rectangle)
{
GL.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
}
#endregion
#region TexEnv
public static void TexEnv(TextureEnvTarget target, TextureEnvParameter pname, System.Drawing.Color color)
{
Color4 c = new Color4(color);
unsafe
{
TexEnv(target, pname, &c.R);
}
}
public static void TexEnv(TextureEnvTarget target, TextureEnvParameter pname, Color4 color)
{
unsafe
{
TexEnv(target, pname, &color.R);
}
}
#endregion
#pragma warning restore 3019
#pragma warning restore 1591
#pragma warning restore 1572
#pragma warning restore 1573
#endregion
}
}