Esempio n. 1
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        /// <inheritdoc/>
        public void Initialize(UltravioletContext owner, UltravioletFactory factory)
        {
            // Core classes
            factory.SetFactoryMethod <GeometryStreamFactory>((uv) => new OpenGLGeometryStream(uv));
            factory.SetFactoryMethod <VertexBufferFactory>((uv, vdecl, vcount) => new OpenGLVertexBuffer(uv, vdecl, vcount, gl.GL_STATIC_DRAW));
            factory.SetFactoryMethod <IndexBufferFactory>((uv, itype, icount) => new OpenGLIndexBuffer(uv, itype, icount, gl.GL_STATIC_DRAW));
            factory.SetFactoryMethod <DynamicVertexBufferFactory>((uv, vdecl, vcount) => new OpenGLVertexBuffer(uv, vdecl, vcount, gl.GL_DYNAMIC_DRAW));
            factory.SetFactoryMethod <DynamicIndexBufferFactory>((uv, itype, icount) => new OpenGLIndexBuffer(uv, itype, icount, gl.GL_DYNAMIC_DRAW));
            factory.SetFactoryMethod <Texture2DFromRawDataFactory>((uv, pixels, width, height, bytesPerPixel, srgb) => new OpenGLTexture2D(uv, pixels, width, height, bytesPerPixel, srgb));
            factory.SetFactoryMethod <Texture2DFactory>((uv, width, height, options) => new OpenGLTexture2D(uv, width, height, options));
            factory.SetFactoryMethod <Texture3DFromRawDataFactory>((uv, layers, width, height, bytesPerPixel, srgb) => new OpenGLTexture3D(uv, layers, width, height, bytesPerPixel, srgb));
            factory.SetFactoryMethod <Texture3DFactory>((uv, width, height, depth, options) => new OpenGLTexture3D(uv, width, height, depth, options));
            factory.SetFactoryMethod <RenderTarget2DFactory>((uv, width, height, usage) => new OpenGLRenderTarget2D(uv, width, height, usage));
            factory.SetFactoryMethod <RenderBuffer2DFactory>((uv, format, width, height, options) => new OpenGLRenderBuffer2D(uv, format, width, height, options));
            factory.SetFactoryMethod <DynamicTexture2DFactory>((uv, width, height, options, state, flushed) => new OpenGLDynamicTexture2D(uv, width, height, options, state, flushed));
            factory.SetFactoryMethod <DynamicTexture3DFactory>((uv, width, height, depth, options, state, flushed) => new OpenGLDynamicTexture3D(uv, width, height, depth, options, state, flushed));
            factory.SetFactoryMethod <SwapChainManagerFactory>((uv) => new OpenGLSwapChainManager(uv));

            // Core effects
            factory.SetFactoryMethod <BasicEffectFactory>((uv) => new OpenGLBasicEffect(uv));
            factory.SetFactoryMethod <SkinnedEffectFactory>((uv) => new OpenGLSkinnedEffect(uv));
            factory.SetFactoryMethod <SpriteBatchEffectFactory>((uv) => new OpenGLSpriteBatchEffect(uv));
            factory.SetFactoryMethod <BlurEffectFactory>((uv) => new OpenGLBlurEffect(uv));

            // BlendState
            var blendStateOpaque           = OpenGLBlendState.CreateOpaque(owner);
            var blendStateAlphaBlend       = OpenGLBlendState.CreateAlphaBlend(owner);
            var blendStateAdditive         = OpenGLBlendState.CreateAdditive(owner);
            var blendStateNonPremultiplied = OpenGLBlendState.CreateNonPremultiplied(owner);

            factory.SetFactoryMethod <BlendStateFactory>((uv) => new OpenGLBlendState(uv));
            factory.SetFactoryMethod <BlendStateFactory>("Opaque", (uv) => blendStateOpaque);
            factory.SetFactoryMethod <BlendStateFactory>("AlphaBlend", (uv) => blendStateAlphaBlend);
            factory.SetFactoryMethod <BlendStateFactory>("Additive", (uv) => blendStateAdditive);
            factory.SetFactoryMethod <BlendStateFactory>("NonPremultiplied", (uv) => blendStateNonPremultiplied);

            // DepthStencilState
            var depthStencilStateDefault   = OpenGLDepthStencilState.CreateDefault(owner);
            var depthStencilStateDepthRead = OpenGLDepthStencilState.CreateDepthRead(owner);
            var depthStencilStateNone      = OpenGLDepthStencilState.CreateNone(owner);

            factory.SetFactoryMethod <DepthStencilStateFactory>((uv) => new OpenGLDepthStencilState(uv));
            factory.SetFactoryMethod <DepthStencilStateFactory>("Default", (uv) => depthStencilStateDefault);
            factory.SetFactoryMethod <DepthStencilStateFactory>("DepthRead", (uv) => depthStencilStateDepthRead);
            factory.SetFactoryMethod <DepthStencilStateFactory>("None", (uv) => depthStencilStateNone);

            // RasterizerState
            var rasterizerStateCullClockwise        = OpenGLRasterizerState.CreateCullClockwise(owner);
            var rasterizerStateCullCounterClockwise = OpenGLRasterizerState.CreateCullCounterClockwise(owner);
            var rasterizerStateCullNone             = OpenGLRasterizerState.CreateCullNone(owner);

            factory.SetFactoryMethod <RasterizerStateFactory>((uv) => new OpenGLRasterizerState(uv));
            factory.SetFactoryMethod <RasterizerStateFactory>("CullClockwise", (uv) => rasterizerStateCullClockwise);
            factory.SetFactoryMethod <RasterizerStateFactory>("CullCounterClockwise", (uv) => rasterizerStateCullCounterClockwise);
            factory.SetFactoryMethod <RasterizerStateFactory>("CullNone", (uv) => rasterizerStateCullNone);

            // SamplerState
            var samplerStatePointClamp       = OpenGLSamplerState.CreatePointClamp(owner);
            var samplerStatePointWrap        = OpenGLSamplerState.CreatePointWrap(owner);
            var samplerStateLinearClamp      = OpenGLSamplerState.CreateLinearClamp(owner);
            var samplerStateLinearWrap       = OpenGLSamplerState.CreateLinearWrap(owner);
            var samplerStateAnisotropicClamp = OpenGLSamplerState.CreateAnisotropicClamp(owner);
            var samplerStateAnisotropicWrap  = OpenGLSamplerState.CreateAnisotropicWrap(owner);

            factory.SetFactoryMethod <SamplerStateFactory>((uv) => new OpenGLSamplerState(uv));
            factory.SetFactoryMethod <SamplerStateFactory>("PointClamp", (uv) => samplerStatePointClamp);
            factory.SetFactoryMethod <SamplerStateFactory>("PointWrap", (uv) => samplerStatePointWrap);
            factory.SetFactoryMethod <SamplerStateFactory>("LinearClamp", (uv) => samplerStateLinearClamp);
            factory.SetFactoryMethod <SamplerStateFactory>("LinearWrap", (uv) => samplerStateLinearWrap);
            factory.SetFactoryMethod <SamplerStateFactory>("AnisotropicClamp", (uv) => samplerStateAnisotropicClamp);
            factory.SetFactoryMethod <SamplerStateFactory>("AnisotropicWrap", (uv) => samplerStateAnisotropicWrap);
        }
        /// <summary>
        /// Initializes the specified factory.
        /// </summary>
        /// <param name="owner">The Ultraviolet context that owns the initializer.</param>
        /// <param name="factory">The factory to initialize.</param>
        public void Initialize(UltravioletContext owner, UltravioletFactory factory)
        {
            // Core classes
            factory.SetFactoryMethod <CursorFactory>((uv, surface, hx, hv) => new OpenGLCursor(uv, surface, hx, hv));
            factory.SetFactoryMethod <GeometryStreamFactory>((uv) => new OpenGLGeometryStream(uv));
            factory.SetFactoryMethod <VertexBufferFactory>((uv, vdecl, vcount) => new OpenGLVertexBuffer(uv, vdecl, vcount, gl.GL_STATIC_DRAW));
            factory.SetFactoryMethod <IndexBufferFactory>((uv, itype, icount) => new OpenGLIndexBuffer(uv, itype, icount, gl.GL_STATIC_DRAW));
            factory.SetFactoryMethod <DynamicVertexBufferFactory>((uv, vdecl, vcount) => new OpenGLVertexBuffer(uv, vdecl, vcount, gl.GL_DYNAMIC_DRAW));
            factory.SetFactoryMethod <DynamicIndexBufferFactory>((uv, itype, icount) => new OpenGLIndexBuffer(uv, itype, icount, gl.GL_DYNAMIC_DRAW));
            factory.SetFactoryMethod <Surface2DFactory>((uv, width, height) => new OpenGLSurface2D(uv, width, height));
            factory.SetFactoryMethod <Surface2DFromSourceFactory>((uv, source) => new OpenGLSurface2D(uv, source));
            factory.SetFactoryMethod <Texture2DFactory>((uv, width, height, immutable) => new OpenGLTexture2D(uv, width, height, immutable));
            factory.SetFactoryMethod <RenderTarget2DFactory>((uv, width, height, usage) => new OpenGLRenderTarget2D(uv, width, height, usage));
            factory.SetFactoryMethod <RenderBuffer2DFactory>((uv, format, width, height, options) => new OpenGLRenderBuffer2D(uv, format, width, height, options));

            // Core effects
            factory.SetFactoryMethod <BasicEffectFactory>((uv) => new OpenGLBasicEffect(uv));
            factory.SetFactoryMethod <SpriteBatchEffectFactory>((uv) => new OpenGLSpriteBatchEffect(uv));
            factory.SetFactoryMethod <BlurEffectFactory>((uv) => new OpenGLBlurEffect(uv));

            // BlendState
            var blendStateOpaque           = OpenGLBlendState.CreateOpaque(owner);
            var blendStateAlphaBlend       = OpenGLBlendState.CreateAlphaBlend(owner);
            var blendStateAdditive         = OpenGLBlendState.CreateAdditive(owner);
            var blendStateNonPremultiplied = OpenGLBlendState.CreateNonPremultiplied(owner);

            factory.SetFactoryMethod <BlendStateFactory>((uv) => new OpenGLBlendState(uv));
            factory.SetFactoryMethod <BlendStateFactory>("Opaque", (uv) => blendStateOpaque);
            factory.SetFactoryMethod <BlendStateFactory>("AlphaBlend", (uv) => blendStateAlphaBlend);
            factory.SetFactoryMethod <BlendStateFactory>("Additive", (uv) => blendStateAdditive);
            factory.SetFactoryMethod <BlendStateFactory>("NonPremultiplied", (uv) => blendStateNonPremultiplied);

            // DepthStencilState
            var depthStencilStateDefault   = OpenGLDepthStencilState.CreateDefault(owner);
            var depthStencilStateDepthRead = OpenGLDepthStencilState.CreateDepthRead(owner);
            var depthStencilStateNone      = OpenGLDepthStencilState.CreateNone(owner);

            factory.SetFactoryMethod <DepthStencilStateFactory>((uv) => new OpenGLDepthStencilState(uv));
            factory.SetFactoryMethod <DepthStencilStateFactory>("Default", (uv) => depthStencilStateDefault);
            factory.SetFactoryMethod <DepthStencilStateFactory>("DepthRead", (uv) => depthStencilStateDepthRead);
            factory.SetFactoryMethod <DepthStencilStateFactory>("None", (uv) => depthStencilStateNone);

            // RasterizerState
            var rasterizerStateCullClockwise        = OpenGLRasterizerState.CreateCullClockwise(owner);
            var rasterizerStateCullCounterClockwise = OpenGLRasterizerState.CreateCullCounterClockwise(owner);
            var rasterizerStateCullNone             = OpenGLRasterizerState.CreateCullNone(owner);

            factory.SetFactoryMethod <RasterizerStateFactory>((uv) => new OpenGLRasterizerState(uv));
            factory.SetFactoryMethod <RasterizerStateFactory>("CullClockwise", (uv) => rasterizerStateCullClockwise);
            factory.SetFactoryMethod <RasterizerStateFactory>("CullCounterClockwise", (uv) => rasterizerStateCullCounterClockwise);
            factory.SetFactoryMethod <RasterizerStateFactory>("CullNone", (uv) => rasterizerStateCullNone);

            // SamplerState
            var samplerStatePointClamp       = OpenGLSamplerState.CreatePointClamp(owner);
            var samplerStatePointWrap        = OpenGLSamplerState.CreatePointWrap(owner);
            var samplerStateLinearClamp      = OpenGLSamplerState.CreateLinearClamp(owner);
            var samplerStateLinearWrap       = OpenGLSamplerState.CreateLinearWrap(owner);
            var samplerStateAnisotropicClamp = OpenGLSamplerState.CreateAnisotropicClamp(owner);
            var samplerStateAnisotropicWrap  = OpenGLSamplerState.CreateAnisotropicWrap(owner);

            factory.SetFactoryMethod <SamplerStateFactory>((uv) => new OpenGLSamplerState(uv));
            factory.SetFactoryMethod <SamplerStateFactory>("PointClamp", (uv) => samplerStatePointClamp);
            factory.SetFactoryMethod <SamplerStateFactory>("PointWrap", (uv) => samplerStatePointWrap);
            factory.SetFactoryMethod <SamplerStateFactory>("LinearClamp", (uv) => samplerStateLinearClamp);
            factory.SetFactoryMethod <SamplerStateFactory>("LinearWrap", (uv) => samplerStateLinearWrap);
            factory.SetFactoryMethod <SamplerStateFactory>("AnisotropicClamp", (uv) => samplerStateAnisotropicClamp);
            factory.SetFactoryMethod <SamplerStateFactory>("AnisotropicWrap", (uv) => samplerStateAnisotropicWrap);

            // Platform services
            var powerManagementService = new SDL2PowerManagementService();

            factory.SetFactoryMethod <PowerManagementServiceFactory>(() => powerManagementService);
        }