Example #1
0
        public static void PrepareForUse(VertexDeclaration vd)
        {
            GLStateManager.VertexArray(true);

            bool normal   = false;
            bool color    = false;
            bool texcoord = false;

            foreach (var ve in vd.GetVertexElements())
            {
                switch (ve.VertexElementUsage)
                {
                case VertexElementUsage.Position:
                    GL.VertexPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLVertexPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );

                    break;

                case VertexElementUsage.Color:
                    GL.ColorPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLColorPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );
                    color = true;
                    break;

                case VertexElementUsage.Normal:
                    GL.NormalPointer(
                        ve.VertexElementFormat.OpenGLNormalPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );
                    normal = true;
                    break;

                case VertexElementUsage.TextureCoordinate:
                    GL.TexCoordPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLTexCoordPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );
                    texcoord = true;
                    break;

                default:
                    throw new NotImplementedException();
                }
            }

            GLStateManager.TextureCoordArray(texcoord);
            GLStateManager.ColorArray(color);
            GLStateManager.NormalArray(normal);
        }
Example #2
0
        internal override void Apply()
        {
            GLStateManager.Projection(Projection);
            GLStateManager.World(World);
            GLStateManager.View(View);
            base.Apply();

            // set camera
            Matrix _matrix = Matrix.Identity;

            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadIdentity();
            GL.Ortho(0, 320, 480, 0, -1, 1);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadMatrix(ref _matrix.M11);
            GL.Viewport(0, 0, 320, 480);

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GL.Disable(EnableCap.DepthTest);
            GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.BlendSrc);
            GL.Enable(EnableCap.Texture2D);
            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.ColorArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);

            GL.Disable(EnableCap.CullFace);
        }
        public static void PrepareForUse(VertexDeclaration vd, IntPtr arrayStart)
        {
            GLStateManager.VertexArray(true);

            bool normal   = false;
            bool color    = false;
            bool texcoord = false;

            foreach (var ve in vd.GetVertexElements())
            {
                switch (ve.VertexElementUsage)
                {
                case VertexElementUsage.Position:
                    /* TODO GL.VertexPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    break;

                case VertexElementUsage.Color:
                    /* TODO GL.ColorPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    color = true;
                    break;

                case VertexElementUsage.Normal:
                    /* TODO GL.NormalPointer(
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    normal = true;
                    break;

                case VertexElementUsage.TextureCoordinate:
                    /* TODO GL.TexCoordPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    texcoord = true;
                    break;

                default:
                    throw new NotImplementedException();
                }
            }

            GLStateManager.TextureCoordArray(texcoord);
            GLStateManager.ColorArray(color);
            GLStateManager.NormalArray(normal);
        }
Example #4
0
        internal override void Apply()
        {
            // May need to be moved elsewhere within this method
            OnApply();

            GLStateManager.Projection(Projection);
            GLStateManager.World(World);
            GLStateManager.View(View);

            base.Apply();

            GLStateManager.Textures2D(Texture != null);

            GLStateManager.ColorArray(VertexColorEnabled);
        }
        internal override void Apply()
        {
            // May need to be moved elsewhere within this method
            OnApply();

            GLStateManager.Viewport(Game.Instance.Window.ClientBounds);
            GLStateManager.Projection(Projection);
            GLStateManager.WorldView(World, View);

            base.Apply();

            GLStateManager.Textures2D(Texture != null);

            GLStateManager.ColorArray(VertexColorEnabled);
        }
        internal void UnsetGraphicsStates()
        {
            // Make sure we are not user any shaders
            GL.UseProgram(0);

            // if primitives were used then we need to reset them
            if (resetVertexStates)
            {
                GLStateManager.VertexArray(false);
                GLStateManager.ColorArray(false);
                GLStateManager.NormalArray(false);
                GLStateManager.TextureCoordArray(false);
                resetVertexStates = false;
            }
            GL.PopMatrix();
        }
Example #7
0
        internal override void Apply()
        {
            // May need to be moved elsewhere within this method
            OnApply();

            GLStateManager.Projection(Projection);
            GLStateManager.WorldView(World, View);

            // this should probably not be here.
            // this should probably be set immediately on assignment.
            GLStateManager.Cull(this.graphicsDevice.RasterizerState.CullMode);

            base.Apply();

            GLStateManager.Textures2D(Texture != null);

            GLStateManager.ColorArray(VertexColorEnabled);
        }
Example #8
0
 internal virtual void Apply()
 {
     GLStateManager.Cull(graphicsDevice.RasterizerState.CullMode.OpenGL11());
     // TODO: This is prolly not right (DepthBuffer, etc)
     GLStateManager.DepthTest(graphicsDevice.DepthStencilState.DepthBufferEnable);
 }
Example #9
0
        public void End()
        {
            // apply the custom effect if there is one
            if (_effect != null)
            {
                _effect.CurrentTechnique.Passes [0].Apply();

                if (graphicsDevice.Textures._textures.Count > 0)
                {
                    foreach (EffectParameter ep in _effect._textureMappings)
                    {
                        // if user didn't inform the texture index, we can't bind it
                        if (ep.UserInedx == -1)
                        {
                            continue;
                        }

                        Texture tex = graphicsDevice.Textures [ep.UserInedx];

                        // Need to support multiple passes as well
                        GL.ActiveTexture((TextureUnit)((int)TextureUnit.Texture0 + ep.UserInedx));
                        GL.BindTexture(TextureTarget.Texture2D, tex._textureId);
                        GL.Uniform1(ep.UniformLocation, ep.UserInedx);
                    }
                }
            }

            // Disable Blending by default = BlendState.Opaque
            //GL.Disable (EnableCap.Blend);

            // set the blend mode
//			if (_blendState == BlendState.NonPremultiplied) {
//				GL.BlendFunc (BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
//				GL.Enable (EnableCap.Blend);
//			}
//
//			if (_blendState == BlendState.AlphaBlend) {
//				GL.BlendFunc (BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);
//				GL.Enable (EnableCap.Blend);
//			}
//
//			if (_blendState == BlendState.Additive) {
//				GL.BlendFunc (BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);
//				GL.Enable (EnableCap.Blend);
//			}
            graphicsDevice.BlendState = _blendState;
            graphicsDevice.SetGraphicsStates();
            // set camera
            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadIdentity();

            // Switch on the flags.
            switch (this.graphicsDevice.PresentationParameters.DisplayOrientation)
            {
            case DisplayOrientation.LandscapeLeft:
            {
                GL.Rotate(-90, 0, 0, 1);
                GL.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1);
                break;
            }

            case DisplayOrientation.LandscapeRight:
            {
                GL.Rotate(90, 0, 0, 1);
                GL.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1);
                break;
            }

            case DisplayOrientation.PortraitUpsideDown:
            {
                GL.Rotate(180, 0, 0, 1);
                GL.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);
                break;
            }

            default:
            {
                GL.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);
                break;
            }
            }

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL.Enable(EnableCap.ScissorTest);
            }

            GL.MatrixMode(MatrixMode.Modelview);

            GL.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height);
            }

            GL.LoadMatrix(ref _matrix.M11);

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GLStateManager.SetDepthStencilState(_depthStencilState);

            //GL.Disable (EnableCap.DepthTest);

            GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.BlendSrc);
            GL.Enable(EnableCap.Texture2D);
            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.ColorArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);

            // Enable Culling for better performance
            GL.Enable(EnableCap.CullFace);
            GL.FrontFace(FrontFaceDirection.Cw);
            GL.Color4(1.0f, 1.0f, 1.0f, 1.0f);

            _batcher.DrawBatch(_sortMode, _samplerState);

            // Disable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL.Disable(EnableCap.ScissorTest);
            }

            // clear out the textures
            graphicsDevice.Textures._textures.Clear();

            // unbinds shader
            if (_effect != null)
            {
                GL.UseProgram(0);
                _effect = null;
            }

            spriteEffect.CurrentTechnique.Passes [0].Apply();
        }
Example #10
0
        public void EndGL11()
        {
            // Disable Blending by default = BlendState.Opaque
            GL11.Disable(ALL11.Blend);

            // set the blend mode
            if (_blendState == BlendState.NonPremultiplied)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.AlphaBlend)
            {
                GL11.BlendFunc(ALL11.One, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Additive)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.One);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Multiply)
            {
                GL11.BlendFunc(ALL11.DstColor, ALL11.Zero);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Multiplyx2)
            {
                GL11.BlendFunc(ALL11.DstColor, ALL11.SrcColor);
                GL11.Enable(ALL11.Blend);
            }

            // set camera
            GL11.MatrixMode(ALL11.Projection);
            GL11.LoadIdentity();

            GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Enable(ALL11.ScissorTest);
            }


            GL11.MatrixMode(ALL11.Modelview);

            GL11.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height);
            }

            GL11.LoadMatrix(ref _matrix.M11);

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GL11.Disable(ALL11.DepthTest);
            GL11.TexEnv(ALL11.TextureEnv, ALL11.TextureEnvMode, (int)ALL11.BlendSrc);
            GL11.Enable(ALL11.Texture2D);
            GL11.EnableClientState(ALL11.VertexArray);
            GL11.EnableClientState(ALL11.ColorArray);
            GL11.EnableClientState(ALL11.TextureCoordArray);

            // No need to cull sprites. they will all be same-facing by construction.
            // Plus, setting frontface to Clockwise is a troll move.
            GLStateManager.Cull(CullMode.None);
            GL11.Color4(1.0f, 1.0f, 1.0f, 1.0f);

            _batcher.DrawBatchGL11(_sortMode, _samplerState);

            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Disable(ALL11.ScissorTest);
            }
        }
Example #11
0
        /// <summary>
        /// Lazily computes derived parameter values immediately before applying the effect.
        /// </summary>
        protected internal override void OnApply()
        {
            // Recompute the shader index?
//			if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) {
            int shaderIndex = 0;

            if (!fogEnabled)
            {
                shaderIndex += 1;
            }

            if (vertexColorEnabled)
            {
                shaderIndex += 2;
            }

            if (textureEnabled)
            {
                shaderIndex += 4;
            }

            if (lightingEnabled)
            {
                if (preferPerPixelLighting)
                {
                    shaderIndex += 24;
                }
                else if (oneLight)
                {
                    shaderIndex += 16;
                }
                else
                {
                    shaderIndex += 8;
                }
            }
//
//				//shaderIndexParam.SetValue (shaderIndex);
//
//				dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
            if (oldIndex != shaderIndex)
            {
                int vertexShader   = VSArray[VSIndices[shaderIndex]];
                int fragmentShader = PSArray[PSIndices[shaderIndex]];
                UpdateTechnique("BasicEffect", "", vertexShader, fragmentShader);
                oldIndex = shaderIndex;
                // Update here
            }
//			}


            // These are the states that work
            GLStateManager.Projection(Projection);
            GLStateManager.WorldView(world, view);

            // Override this for now for testing purposes
            dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
            dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
            dirtyFlags &= ~EffectDirtyFlags.FogEnable;             // turn off fog for now
            dirtyFlags |= EffectDirtyFlags.MaterialColor;

            GLStateManager.Textures2D(TextureEnabled);
            GLStateManager.ColorArray(VertexColorEnabled);

            // Recompute the world+view+projection matrix or fog vector?
            dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);

            // Recompute the diffuse/emissive/alpha material color parameters?
            if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
            {
                EffectHelpers.SetMaterialColor(lightingEnabled, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);

                dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
            }

            if (TextureEnabled)
            {
                _texture.Apply();
                textureParam.SetValue(_texture);
                //System.Console.WriteLine("Texture set");
            }
//
//			if (lightingEnabled) {
//				// Recompute the world inverse transpose and eye position?
//				dirtyFlags = EffectHelpers.SetLightingMatrices (dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);
//
//				// Check if we can use the only-bother-with-the-first-light shader optimization.
//				bool newOneLight = !light1.Enabled && !light2.Enabled;
//
//				if (oneLight != newOneLight) {
//					oneLight = newOneLight;
//					dirtyFlags |= EffectDirtyFlags.ShaderIndex;
//				}
//			}
        }
Example #12
0
        public void End()
        {
            // set up camera
            switch (this.graphicsDevice.PresentationParameters.DisplayOrientation)
            {
            case DisplayOrientation.LandscapeLeft:
            case DisplayOrientation.LandscapeRight:
            case DisplayOrientation.PortraitUpsideDown:
                throw new NotImplementedException();

            default:
                if (this.graphicsDevice.RenderTarget != null)
                {
                    Matrix4.CreateOrthographicOffCenter(0, this.graphicsDevice.RenderTarget.Width, this.graphicsDevice.RenderTarget.Height, 0, -1, 1, out GLStateManager.Projection);
                    break;
                }
                else
                {
                    Matrix4.CreateOrthographicOffCenter(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1, out GLStateManager.Projection);
                    break;
                }
            }

            GL.Viewport(this.graphicsDevice.Viewport.X, this.graphicsDevice.Viewport.Y,
                        this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RenderState.ScissorTestEnable)
            {
                GL.Enable(EnableCap.ScissorTest);
                GL.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height);
            }

            GLStateManager.ModelView = _matrix.ToMatrix4();

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GLStateManager.DepthTest(false);
            GLStateManager.Textures2D(true);

            // Enable Culling for better performance
            GLStateManager.Cull(FrontFaceDirection.Cw);

            switch (_sortMode)
            {
            case SpriteSortMode.Immediate:
                break;

            default:
                this.graphicsDevice.RenderState.SourceBlend      = _blendState.ColorSourceBlend;
                this.graphicsDevice.RenderState.DestinationBlend = _blendState.ColorDestinationBlend;
                break;
            }

            GLStateManager.BlendFunc((BlendingFactorSrc)this.graphicsDevice.RenderState.SourceBlend, (BlendingFactorDest)this.graphicsDevice.RenderState.DestinationBlend);

            _batcher.DrawBatch(_sortMode);

            // GG EDIT always disable scissor test after drawing a batch
            if (this.graphicsDevice.RenderState.ScissorTestEnable)
            {
                GL.Disable(EnableCap.ScissorTest);
            }
        }