public void GLESRTTManager(GLESSupport support, RenderTarget mainWindow) { this._support = support; this._mainWindow = mainWindow; this._mainContext = (GLESContext)this._mainWindow["glcontext"]; }
public void GLESRTTManager( GLESSupport support, RenderTarget mainWindow ) { _support = support; _mainWindow = mainWindow; _mainContext = (GLESContext)_mainWindow[ "glcontext" ]; }
/// <summary> /// /// </summary> /// <param name="primary"></param> protected void InitializeContext( RenderTarget primary ) { // Set main and current context _mainContext = (GLESContext)primary[ "GLCONTEXT" ]; LogManager.Instance.Write( _mainContext == null ? "maincontext NULL" : "maincontext NOT NULL" ); _currentContext = _mainContext; // Set primary context as active if ( _currentContext != null ) _currentContext.SetCurrent(); // intialize GL extensions and check capabilites _glSupport.InitializeExtensions(); LogManager.Instance.Write( "***************************" ); LogManager.Instance.Write( "*** GLES Renderer Started ***" ); LogManager.Instance.Write( "***************************" ); // log hardware info LogManager.Instance.Write( "Vendor: {0}", _glSupport.Vendor ); LogManager.Instance.Write( "Video Board: {0}", _glSupport.VideoCard ); LogManager.Instance.Write( "Version: {0}", _glSupport.Version ); LogManager.Instance.Write( "Extensions supported: " ); foreach ( string ext in _glSupport.Extensions ) { LogManager.Instance.Write( ext ); } // create our special program manager this._gpuProgramManager = new GLESGpuProgramManager(); // query hardware capabilites CheckCaps( primary ); // create a specialized instance, which registers itself as the singleton instance of HardwareBufferManager // use software buffers as a fallback, which operate as regular vertex arrays if ( this._rsCapabilities.HasCapability( Capabilities.VertexBuffer ) ) { hardwareBufferManager = new GLESHardwareBufferManager(); } else { hardwareBufferManager = new GLESDefaultHardwareBufferManager(); } // by creating our texture manager, singleton TextureManager will hold our implementation textureManager = new GLESTextureManager( _glSupport ); _polygonMode = GLFill; this._glInitialized = true; }
/// <summary> /// /// </summary> /// <param name="context"></param> public void UnregisterContext( GLESContext context ) { throw new NotImplementedException(); }
/// <summary> /// Default ctor. /// </summary> public GLESRenderSystem() { depthWrite = true; _stencilMask = 0xFFFFFFFF; int i; LogManager.Instance.Write( string.Format( "{0} created.", Name ) ); _glSupport = GLESUtil.GLESSupport; for ( i = 0; i < MaxLights; i++ ) _lights[ i ] = null; _worldMatrix = Matrix4.Identity; _ViewMatrix = Matrix4.Identity; _glSupport.AddConfig(); _colorWrite[ 0 ] = _colorWrite[ 1 ] = _colorWrite[ 2 ] = _colorWrite[ 3 ] = true; for ( int layer = 0; layer < Axiom.Configuration.Config.MaxTextureLayers; layer++ ) { // Dummy value _textureCoodIndex[ layer ] = 99; } _textureCount = 0; activeRenderTarget = null; _currentContext = null; _mainContext = null; _glInitialized = false; numCurrentLights = 0; _textureMipmapCount = 0; _minFilter = FilterOptions.Linear; _mipFilter = FilterOptions.Point; // _polygonMode = OpenTK.Graphics.ES11. }
/// <summary> /// /// </summary> /// <param name="context"></param> private void SwitchContext( GLESContext context ) { }