/// <summary> /// Bind OpenGL delegates. /// </summary> /// <param name="context">The Emotion graphics context.</param> public static void BindAPI(GraphicsContext context) { // Bind minimal API to query version, and do it. BindAPIFunction("glGetError", Version100, null, context); BindAPIFunction("glGetString", Version100, null, context); BindAPIFunction("glGetIntegerv", Version100, null, context); BindAPIFunction("glGetFloatv", Version100, null, context); CurrentVersion = QueryContextVersionInternal(); // Obtain current OpenGL Shading Language version string glslVersion = null; switch (CurrentVersion.Api) { case KhronosVersion.API_GL: if (CurrentVersion >= Version200 || CurrentExtensions.ShadingLanguage100_ARB) { glslVersion = GetString(StringName.ShadingLanguageVersion); } break; case KhronosVersion.API_GLES2: glslVersion = GetString(StringName.ShadingLanguageVersion); break; } if (glslVersion != null) { CurrentShadingVersion = GlslVersion.Parse(glslVersion, CurrentVersion.Api); } // Query OpenGL extensions (current OpenGL implementation, CurrentCaps) if (CurrentVersion.Major >= 3) { BindAPIFunction("glGetStringi", Version300, null, context); // Try to get extensions indexed. } CurrentExtensions = new Extensions(); CurrentExtensions.Query(); // Query OpenGL limits CurrentLimits = Limits.Query(CurrentVersion, CurrentExtensions); // Bind all functions. foreach (FieldInfo fi in _functionContext.Delegates) { BindAPIFunction(fi, CurrentVersion, CurrentExtensions, context); } }
/// <summary> /// Bind the OpenGL delegates for the API corresponding to the current OpenGL context. /// </summary> /// <param name="procLoadFunction">The function OpenGL functions will be loaded through. Should be provided by your context creator.</param> public static void BindAPI(Func <string, IntPtr> procLoadFunction) { // Set the function loading function. KhronosApi.ProcLoadFunction = procLoadFunction; // Get version. BindAPI(QueryContextVersionCore(), CurrentExtensions); // Query OpenGL informations string glVersion = GetString(StringName.Version); _CurrentVersion = KhronosVersion.Parse(glVersion); // Query OpenGL extensions (current OpenGL implementation, CurrentCaps) _CurrentExtensions = new Extensions(); _CurrentExtensions.Query(); // Query OpenGL limits _CurrentLimits = Limits.Query(CurrentVersion, _CurrentExtensions); // Obtain current OpenGL Shading Language version string glslVersion = null; switch (_CurrentVersion.Api) { case KhronosVersion.ApiGl: if (_CurrentVersion >= Version_200 || _CurrentExtensions.ShadingLanguage100_ARB) { glslVersion = GetString(StringName.ShadingLanguageVersion); } break; case KhronosVersion.ApiGles2: glslVersion = GetString(StringName.ShadingLanguageVersion); break; } if (glslVersion != null) { _CurrentShadingVersion = GlslVersion.Parse(glslVersion, _CurrentVersion.Api); } // Vendor/Render information _Vendor = GetString(StringName.Vendor); _Renderer = GetString(StringName.Renderer); }
/// <summary> /// Bind the OpenGL delegates for the API corresponding to the current OpenGL context. /// </summary> /// <param name="procLoadFunction"> /// The function OpenGL functions will be loaded through. Should be provided by your context creator. /// </param> public static void BindAPI(Func <string, IntPtr> procLoadFunction) { // Set the function loading function. ProcLoadFunction = procLoadFunction; // Get version. CurrentVersion = QueryContextVersion(); BindAPI <Gl>(CurrentVersion, CurrentExtensions); // Query OpenGL extensions (current OpenGL implementation, CurrentCaps) CurrentExtensions = new Extensions(); CurrentExtensions.Query(); // Query OpenGL limits CurrentLimits = Limits.Query(CurrentVersion, CurrentExtensions); // Obtain current OpenGL Shading Language version string glslVersion = null; switch (CurrentVersion.Api) { case KhronosVersion.API_GL: if (CurrentVersion >= Version200 || CurrentExtensions.ShadingLanguage100_ARB) { glslVersion = GetString(StringName.ShadingLanguageVersion); } break; case KhronosVersion.API_GLES2: glslVersion = GetString(StringName.ShadingLanguageVersion); break; } if (glslVersion != null) { CurrentShadingVersion = GlslVersion.Parse(glslVersion, CurrentVersion.Api); } // Vendor/Render information CurrentVendor = GetString(StringName.Vendor); CurrentRenderer = GetString(StringName.Renderer); }
/// <summary> /// Initialize OpenGL namespace static environment. This method shall be called before any other classes methods. /// </summary> public static void Initialize() { if (_Initialized == true) { return; // Already initialized } _Initialized = true; #if !NETSTANDARD1_1 // Optional initialization string envGlInit = Environment.GetEnvironmentVariable("OPENGL_NET_INIT"); if (envGlInit != null && envGlInit == "NO") { return; } #endif // Environment options LogComment("OpenGL.Net is initializing"); // Loader function OS API GL API // ------------------------------------------------------ // Supported platform: Windows // wglGetProcAddress WGL GL // wglGetProcAddress WGL GLES2+ (with WGL_create_context_es(2)?_profile_EXT) // eglGetProcAddress EGL(Angle) GLES2+ // ------------------------------------------------------ // Supported platform: Linux // glXGetProcAddress GLX GL // glXGetProcAddress GLX GLES2+ (with GLX_create_context_es(2)?_profile_EXT) // eglGetProcAddress EGL GLES2+ // ------------------------------------------------------ // Supported platform: Android // eglGetProcAddress EGL GL // eglGetProcAddress EGL GLES2+ try { #if !MONODROID // Determine whether use EGL as device context backend if (Egl.IsAvailable) { switch (Platform.CurrentPlatformId) { case Platform.Id.Linux: if (Glx.IsAvailable == false) { Egl.IsRequired = true; } break; } } #endif // Create native window for getting preliminary information on desktop systems // This instance will be used for creating contexts without explictly specify a window _NativeWindow = DeviceContext.CreateHiddenWindow(); // Create device context using (DeviceContext windowDevice = DeviceContext.Create()) { // Create basic OpenGL context IntPtr renderContext = windowDevice.CreateSimpleContext(); if (renderContext == IntPtr.Zero) { throw new NotImplementedException("unable to create a simple context"); } // Make contect current if (windowDevice.MakeCurrent(renderContext) == false) { throw new InvalidOperationException("unable to make current", windowDevice.GetPlatformException()); } #if !MONODROID // Reload platform function pointers, if required if (Egl.IsRequired == false) { switch (Platform.CurrentPlatformId) { case Platform.Id.WindowsNT: Wgl.BindAPI(); break; } } #endif // Query OpenGL informations string glVersion = GetString(StringName.Version); _CurrentVersion = KhronosVersion.Parse(glVersion); // Query OpenGL extensions (current OpenGL implementation, CurrentCaps) _CurrentExtensions = new Extensions(); _CurrentExtensions.Query(); // Query platform extensions windowDevice.QueryPlatformExtensions(); // Query OpenGL limits _CurrentLimits = Limits.Query(Gl.CurrentVersion, _CurrentExtensions); // Obtain current OpenGL Shading Language version string glslVersion = null; switch (_CurrentVersion.Api) { case KhronosVersion.ApiGl: if (_CurrentVersion >= Version_200 || _CurrentExtensions.ShadingLanguage100_ARB) { glslVersion = GetString(StringName.ShadingLanguageVersion); } break; case KhronosVersion.ApiGles2: glslVersion = GetString(StringName.ShadingLanguageVersion); break; } if (glslVersion != null) { _CurrentShadingVersion = GlslVersion.Parse(glslVersion, _CurrentVersion.Api); } // Vendor/Render information _Vendor = GetString(StringName.Vendor); _Renderer = GetString(StringName.Renderer); if (EnvDebug || EnvExperimental) { Debug.Assert(CurrentVersion != null && CurrentExtensions != null); CheckExtensionCommands <Gl>(CurrentVersion, CurrentExtensions, EnvExperimental); } // Before deletion, make uncurrent windowDevice.MakeCurrent(IntPtr.Zero); // Detroy context if (windowDevice.DeleteContext(renderContext) == false) { throw new InvalidOperationException("unable to delete OpenGL context"); } } LogComment("OpenGL.Net has been initialized"); } catch (Exception excepton) { _InitializationException = excepton; LogComment("Unable to initialize OpenGL.Net: {0}", _InitializationException.ToString()); } }
/// <summary> /// Initialize OpenGL namespace static environment. This method shall be called before any other classes methods. /// </summary> public static void Initialize() { if (_Initialized == true) { return; // Already initialized } _Initialized = true; #if DEBUG string envGlInit = Environment.GetEnvironmentVariable("GL_INIT"); if (envGlInit != null && envGlInit == "NO") { return; } #endif LogComment("OpenGL.Net is initializing"); // Loader function OS API GL API // ------------------------------------------------------ // Supported platform: Windows // wglGetProcAddress WGL GL // wglGetProcAddress WGL GLES2+ (with WGL_create_context_es(2)?_profile_EXT) // eglGetProcAddress EGL(Angle) GLES2+ // ------------------------------------------------------ // Supported platform: Linux // glXGetProcAddress GLX GL // glXGetProcAddress GLX GLES2+ (with GLX_create_context_es(2)?_profile_EXT) // ------------------------------------------------------ // Supported platform: Android // eglGetProcAddress EGL GL // eglGetProcAddress EGL GLES2+ try { // Create native window for getting preliminary information on desktop systems // This instance will be used for creating contexts without explictly specify a window _NativeWindow = DeviceContext.CreateHiddenWindow(); // Create device context using (DeviceContext windowDevice = DeviceContext.Create()) { // Create basic OpenGL context IntPtr renderContext = windowDevice.CreateSimpleContext(); if (renderContext == IntPtr.Zero) { throw new NotImplementedException("unable to create a simple context"); } // Make contect current if (windowDevice.MakeCurrent(renderContext) == false) { throw new InvalidOperationException("unable to make current", windowDevice.GetPlatformException()); } // Query OpenGL informations string glVersion = GetString(StringName.Version); _CurrentVersion = KhronosVersion.Parse(glVersion); // Obtain current OpenGL Shading Language version switch (_CurrentVersion.Api) { case KhronosVersion.ApiGl: case KhronosVersion.ApiGles2: string glslVersion = GetString(StringName.ShadingLanguageVersion); _CurrentShadingVersion = GlslVersion.Parse(glslVersion); break; } // Vendor/Render information _Vendor = GetString(StringName.Vendor); _Renderer = GetString(StringName.Renderer); // Query OpenGL extensions (current OpenGL implementation, CurrentCaps) _CurrentExtensions = new Extensions(); _CurrentExtensions.Query(); // Query OpenGL limits _CurrentLimits = Limits.Query(_CurrentExtensions); // Query platform extensions windowDevice.QueryPlatformExtensions(); // Before deletion, make uncurrent windowDevice.MakeCurrent(IntPtr.Zero); // Detroy context if (windowDevice.DeleteContext(renderContext) == false) { throw new InvalidOperationException("unable to delete OpenGL context"); } } LogComment("OpenGL.Net has been initialized"); } catch (Exception excepton) { LogComment("Unable to initialize OpenGL.Net: {0}", excepton.ToString()); } }
/// <summary> /// Static constructor. /// </summary> static Gl() { // Cache imports & delegates _Delegates = GetDelegateList(typeof(Gl)); _ImportMap = GetImportMap(typeof(Gl)); // Load procedures (OpenGL desktop by default) @todo Really necessary? LoadProcDelegates(_ImportMap, _Delegates); // Create common hidden window _HiddenWindow = new System.Windows.Forms.Form(); // Create device context _HiddenWindowDevice = DeviceContextFactory.Create(_HiddenWindow); _HiddenWindowDevice.IncRef(); // Create basic OpenGL context IntPtr renderContext; if (_HiddenWindowDevice is WindowsDeviceContext) { renderContext = CreateWinSimpleContext(_HiddenWindowDevice); } else if (_HiddenWindowDevice is XServerDeviceContext) { renderContext = CreateX11SimpleContext(_HiddenWindowDevice); } else if (_HiddenWindowDevice is NativeDeviceContext) { renderContext = CreateEglSimpleContext(_HiddenWindowDevice); } else { throw new NotImplementedException(String.Format("{0} is not a supported device context", _HiddenWindowDevice.GetType())); } // Query OpenGL informations if (_HiddenWindowDevice.MakeCurrent(renderContext) == false) { throw new InvalidOperationException("unable to make current"); } // Obtain current OpenGL implementation string glVersion = Gl.GetString(StringName.Version); _CurrentVersion = KhronosVersion.Parse(glVersion); // Obtain current OpenGL Shading Language version string glslVersion = Gl.GetString(StringName.ShadingLanguageVersion); _CurrentShadingVersion = GlslVersion.Parse(glslVersion); // Query OpenGL extensions (current OpenGL implementation, CurrentCaps) _CurrentExtensions = new Extensions(); _CurrentExtensions.Query(); // Query OpenGL limits _CurrentLimits = Limits.Query(_CurrentExtensions); if (_HiddenWindowDevice is WindowsDeviceContext) { Wgl._CurrentExtensions = new Wgl.Extensions(); Wgl._CurrentExtensions.Query((WindowsDeviceContext)_HiddenWindowDevice); } else if (_HiddenWindowDevice is XServerDeviceContext) { Glx._CurrentExtensions = new Glx.Extensions(); Glx._CurrentExtensions.Query((XServerDeviceContext)_HiddenWindowDevice); } else if (_HiddenWindowDevice is NativeDeviceContext) { Egl._CurrentExtensions = new Egl.Extensions(); Egl._CurrentExtensions.Query((NativeDeviceContext)_HiddenWindowDevice); } // Before deletion, make uncurrent _HiddenWindowDevice.MakeCurrent(IntPtr.Zero); // Detroy context if (_HiddenWindowDevice.DeleteContext(renderContext) == false) { throw new InvalidOperationException("unable to delete OpenGL context"); } }