/// <summary> /// Initializes a new instance of the <see cref="GraphicsDevice" /> class. /// </summary> /// <param name="adapter">The graphics adapter.</param> /// <param name="graphicsProfile">The graphics profile.</param> /// <param name="presentationParameters">The presentation options.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="presentationParameters"/> is <see langword="null"/>. /// </exception> public GraphicsDevice( GraphicsAdapter adapter, GraphicsProfile graphicsProfile, PresentationParameters presentationParameters ) { if (presentationParameters == null) { throw new ArgumentNullException(nameof(presentationParameters)); } // Set the properties from the constructor parameters. Adapter = adapter; PresentationParameters = presentationParameters; GraphicsProfile = graphicsProfile; PresentationParameters.MultiSampleCount = MathHelper.ClosestMSAAPower( PresentationParameters.MultiSampleCount ); // Set up the IGLDevice GLDevice = FNAPlatform.CreateGLDevice(PresentationParameters, adapter); // The mouse needs to know this for faux-backbuffer mouse scaling. Input.Mouse.INTERNAL_BackBufferWidth = PresentationParameters.BackBufferWidth; Input.Mouse.INTERNAL_BackBufferHeight = PresentationParameters.BackBufferHeight; // Force set the default render states. BlendState = BlendState.Opaque; DepthStencilState = DepthStencilState.Default; RasterizerState = RasterizerState.CullCounterClockwise; // Initialize the Texture/Sampler state containers int maxTextures = Math.Min(GLDevice.MaxTextureSlots, MAX_TEXTURE_SAMPLERS); int maxVertexTextures = MathHelper.Clamp( GLDevice.MaxTextureSlots - MAX_TEXTURE_SAMPLERS, 0, MAX_VERTEXTEXTURE_SAMPLERS ); vertexSamplerStart = GLDevice.MaxTextureSlots - maxVertexTextures; Textures = new TextureCollection( maxTextures, modifiedSamplers ); SamplerStates = new SamplerStateCollection( maxTextures, modifiedSamplers ); VertexTextures = new TextureCollection( maxVertexTextures, modifiedVertexSamplers ); VertexSamplerStates = new SamplerStateCollection( maxVertexTextures, modifiedVertexSamplers ); // Set the default viewport and scissor rect. Viewport = new Viewport(PresentationParameters.Bounds); ScissorRectangle = Viewport.Bounds; #if WIIU_GAMEPAD wiiuStream = DRC.drc_new_streamer(); if (wiiuStream == IntPtr.Zero) { FNALoggerEXT.LogError("Failed to alloc GamePad stream!"); return; } if (DRC.drc_start_streamer(wiiuStream) < 1) // ??? { FNALoggerEXT.LogError("Failed to start GamePad stream!"); DRC.drc_delete_streamer(wiiuStream); wiiuStream = IntPtr.Zero; return; } DRC.drc_enable_system_input_feeder(wiiuStream); wiiuPixelData = new byte[ PresentationParameters.BackBufferWidth * PresentationParameters.BackBufferHeight * 4 ]; #endif }
public SDL2_GamePlatform(Game game) : base(game, SDL.SDL_GetPlatform()) { /* SDL2 might complain if an OS that uses SDL_main has not actually * used SDL_main by the time you initialize SDL2. * The only platform that is affected is Windows, but we can skip * their WinMain. This was only added to prevent iOS from exploding. * -flibit */ SDL.SDL_SetMainReady(); // This _should_ be the first real SDL call we make... SDL.SDL_Init( SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_JOYSTICK | SDL.SDL_INIT_GAMECONTROLLER | SDL.SDL_INIT_HAPTIC ); // Set and initialize the SDL2 window Window = new SDL2_GameWindow(); // Disable the screensaver. SDL.SDL_DisableScreenSaver(); // We hide the mouse cursor by default. if (IsMouseVisible) { IsMouseVisible = false; } else { /* Since IsMouseVisible is already false, OnMouseVisibleChanged * will NOT be called! So we get to do it ourselves. * -flibit */ SDL.SDL_ShowCursor(0); } // OSX has some fancy fullscreen features, let's use them! if (OSVersion.Equals("Mac OS X")) { string hint = SDL.SDL_GetHint(SDL.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES); INTERNAL_useFullscreenSpaces = (String.IsNullOrEmpty(hint) || hint.Equals("1")); } else { INTERNAL_useFullscreenSpaces = false; } // Create OpenGL context INTERNAL_GLContext = SDL.SDL_GL_CreateContext(Window.Handle); OpenTK.Graphics.GraphicsContext.CurrentContext = INTERNAL_GLContext; #if THREADED_GL // Create a background context SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); Threading.WindowInfo = Window.Handle; Threading.BackgroundContext = new GL_ContextHandle() { context = SDL.SDL_GL_CreateContext(Window.Handle) }; // Make the foreground context current. SDL.SDL_GL_MakeCurrent(Window.Handle, INTERNAL_GLContext); #endif // Set up the OpenGL Device. Loads entry points. OpenGLDevice.Initialize(); // Create the OpenAL device OpenALDevice.Initialize(); // Initialize Active Key List keys = new List <Keys>(); // Setup Text Input Control Character Arrays (Only 4 control keys supported at this time) INTERNAL_TextInputControlDown = new bool[4]; INTERNAL_TextInputControlRepeat = new int[4]; // Assume we will have focus. IsActive = true; // Ready to run the loop! INTERNAL_runApplication = true; #if WIIU_GAMEPAD wiiuStream = DRC.drc_new_streamer(); if (wiiuStream == IntPtr.Zero) { System.Console.WriteLine("Failed to alloc GamePad stream!"); return; } if (DRC.drc_start_streamer(wiiuStream) < 1) // ??? { System.Console.WriteLine("Failed to start GamePad stream!"); DRC.drc_delete_streamer(wiiuStream); wiiuStream = IntPtr.Zero; return; } DRC.drc_enable_system_input_feeder(wiiuStream); wiiuPixelData = new byte[ OpenGLDevice.Instance.Backbuffer.Width * OpenGLDevice.Instance.Backbuffer.Height * 4 ]; #endif }
public Material ChangeColor(Illuminance Illuminance) { return(new Material(ARC.Mul(Illuminance), DRC.Mul(Illuminance), SRC.Mul(Illuminance), Shininess)); }
public SDL2_GamePlatform(Game game) : base(game, SDL.SDL_GetPlatform()) { /* SDL2 might complain if an OS that uses SDL_main has not actually * used SDL_main by the time you initialize SDL2. * The only platform that is affected is Windows, but we can skip * their WinMain. This was only added to prevent iOS from exploding. * -flibit */ SDL.SDL_SetMainReady(); // This _should_ be the first real SDL call we make... SDL.SDL_Init( SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_JOYSTICK | SDL.SDL_INIT_GAMECONTROLLER | SDL.SDL_INIT_HAPTIC ); // Set any hints to match XNA4 behavior... string hint = SDL.SDL_GetHint(SDL.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS); if (String.IsNullOrEmpty(hint)) { SDL.SDL_SetHint( SDL.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1" ); } // If available, load the SDL_GameControllerDB string mappingsDB = Path.Combine( TitleContainer.Location, "gamecontrollerdb.txt" ); if (File.Exists(mappingsDB)) { SDL.SDL_GameControllerAddMappingsFromFile( mappingsDB ); } // Set and initialize the SDL2 window bool forceES2 = Environment.GetEnvironmentVariable( "FNA_OPENGL_FORCE_ES2" ) == "1"; Window = new SDL2_GameWindow( forceES2 || OSVersion.Equals("Emscripten") || OSVersion.Equals("Android") || OSVersion.Equals("iOS") ); // Create the DisplayMode list displayIndex = SDL.SDL_GetWindowDisplayIndex( Window.Handle ); INTERNAL_GenerateDisplayModes(); // Disable the screensaver. SDL.SDL_DisableScreenSaver(); // We hide the mouse cursor by default. if (IsMouseVisible) { IsMouseVisible = false; } else { /* Since IsMouseVisible is already false, OnMouseVisibleChanged * will NOT be called! So we get to do it ourselves. * -flibit */ SDL.SDL_ShowCursor(0); } // OSX has some fancy fullscreen features, let's use them! if (OSVersion.Equals("Mac OS X")) { hint = SDL.SDL_GetHint(SDL.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES); INTERNAL_useFullscreenSpaces = (String.IsNullOrEmpty(hint) || hint.Equals("1")); } else { INTERNAL_useFullscreenSpaces = false; } // Initialize Active Key List keys = new List <Keys>(); // Setup Text Input Control Character Arrays (Only 4 control keys supported at this time) INTERNAL_TextInputControlDown = new bool[4]; INTERNAL_TextInputControlRepeat = new int[4]; // Assume we will have focus. IsActive = true; // Ready to run the loop! INTERNAL_runApplication = true; #if WIIU_GAMEPAD wiiuStream = DRC.drc_new_streamer(); if (wiiuStream == IntPtr.Zero) { System.Console.WriteLine("Failed to alloc GamePad stream!"); return; } if (DRC.drc_start_streamer(wiiuStream) < 1) // ??? { System.Console.WriteLine("Failed to start GamePad stream!"); DRC.drc_delete_streamer(wiiuStream); wiiuStream = IntPtr.Zero; return; } DRC.drc_enable_system_input_feeder(wiiuStream); Rectangle bounds = Window.ClientBounds; wiiuPixelData = new byte[bounds.Width * bounds.Height * 4]; #endif }
internal SDL2_GameWindow(Game game, SDL2_GamePlatform platform) { Game = game; int startWidth = GraphicsDeviceManager.DefaultBackBufferWidth; int startHeight = GraphicsDeviceManager.DefaultBackBufferHeight; /* SDL2 might complain if an OS that uses SDL_main has not actually * used SDL_main by the time you initialize SDL2. * The only platform that is affected is Windows, but we can skip * their WinMain. This was only added to prevent iOS from exploding. * -flibit */ SDL.SDL_SetMainReady(); // This _should_ be the first SDL call we make... SDL.SDL_Init(SDL.SDL_INIT_VIDEO); INTERNAL_runApplication = true; // Initialize Active Key List keys = new List <Keys>(); INTERNAL_sdlWindowFlags_Next = ( SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL | SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN | SDL.SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL.SDL_WindowFlags.SDL_WINDOW_MOUSE_FOCUS ); #if RESIZABLE_WINDOW AllowUserResizing = true; #else AllowUserResizing = false; #endif SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DEPTH_SIZE, 24); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_STENCIL_SIZE, 8); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1); #if DEBUG SDL.SDL_GL_SetAttribute( SDL.SDL_GLattr.SDL_GL_CONTEXT_FLAGS, (int)SDL.SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG ); #endif string title = MonoGame.Utilities.AssemblyHelper.GetDefaultWindowTitle(); INTERNAL_sdlWindow = SDL.SDL_CreateWindow( title, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, startWidth, startHeight, INTERNAL_sdlWindowFlags_Next ); INTERNAL_SetIcon(title); INTERNAL_sdlWindowFlags_Current = INTERNAL_sdlWindowFlags_Next; // Disable the screensaver. SDL.SDL_DisableScreenSaver(); // We hide the mouse cursor by default. if (platform.IsMouseVisible) { platform.IsMouseVisible = false; } else { /* Since IsMouseVisible is already false, OnMouseVisibleChanged * will NOT be called! So we get to do it ourselves. * -flibit */ SDL.SDL_ShowCursor(0); } // OSX has some fancy fullscreen features, let's use them! if (platform.OSVersion.Equals("Mac OS X")) { string hint = SDL.SDL_GetHint(SDL.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES); INTERNAL_useFullscreenSpaces = (String.IsNullOrEmpty(hint) || hint.Equals("1")); } else { INTERNAL_useFullscreenSpaces = false; } // Initialize OpenGL INTERNAL_GLContext = SDL.SDL_GL_CreateContext(INTERNAL_sdlWindow); OpenTK.Graphics.GraphicsContext.CurrentContext = INTERNAL_GLContext; // Assume we will have focus. platform.IsActive = true; #if THREADED_GL // Create a background context SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); Threading.WindowInfo = INTERNAL_sdlWindow; Threading.BackgroundContext = new GL_ContextHandle() { context = SDL.SDL_GL_CreateContext(INTERNAL_sdlWindow) }; // Make the foreground context current. SDL.SDL_GL_MakeCurrent(INTERNAL_sdlWindow, INTERNAL_GLContext); #endif // Set up the OpenGL Device. Loads entry points. new OpenGLDevice(); // Setup Text Input Control Character Arrays (Only 4 control keys supported at this time) INTERNAL_TextInputControlDown = new bool[4]; INTERNAL_TextInputControlRepeat = new int[4]; #if WIIU_GAMEPAD wiiuStream = DRC.drc_new_streamer(); if (wiiuStream == IntPtr.Zero) { System.Console.WriteLine("Failed to alloc GamePad stream!"); return; } if (DRC.drc_start_streamer(wiiuStream) < 1) // ??? { System.Console.WriteLine("Failed to start GamePad stream!"); DRC.drc_delete_streamer(wiiuStream); wiiuStream = IntPtr.Zero; return; } DRC.drc_enable_system_input_feeder(wiiuStream); wiiuPixelData = new byte[startWidth * startHeight * 4]; #endif }
public SDL2_GamePlatform(Game game) : base(game, Fna.FnaPlatform.Platform.GetSDLPlatform()) { /* SDL2 might complain if an OS that uses SDL_main has not actually * used SDL_main by the time you initialize SDL2. * The only platform that is affected is Windows, but we can skip * their WinMain. This was only added to prevent iOS from exploding. * -flibit */ SDL.SDL_SetMainReady(); // This _should_ be the first real SDL call we make... SDL.SDL_Init( SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_JOYSTICK | SDL.SDL_INIT_GAMECONTROLLER | SDL.SDL_INIT_HAPTIC ); // Set and initialize the SDL2 window Window = new SDL2_GameWindow(); // Create the DisplayMode list displayIndex = SDL.SDL_GetWindowDisplayIndex( Window.Handle ); INTERNAL_GenerateDisplayModes(); // Disable the screensaver. SDL.SDL_DisableScreenSaver(); // We hide the mouse cursor by default. if (IsMouseVisible) { IsMouseVisible = false; } else { /* Since IsMouseVisible is already false, OnMouseVisibleChanged * will NOT be called! So we get to do it ourselves. * -flibit */ SDL.SDL_ShowCursor(0); } // OSX has some fancy fullscreen features, let's use them! if (OSVersion.Equals("Mac OS X")) { string hint = SDL.SDL_GetHint(SDL.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES); INTERNAL_useFullscreenSpaces = (String.IsNullOrEmpty(hint) || hint.Equals("1")); } else { INTERNAL_useFullscreenSpaces = false; } // Create the OpenAL device OpenALDevice.Initialize(); // Initialize Active Key List keys = new List <Keys>(); // Setup Text Input Control Character Arrays (Only 4 control keys supported at this time) INTERNAL_TextInputControlDown = new bool[4]; INTERNAL_TextInputControlRepeat = new int[4]; // Assume we will have focus. IsActive = true; // Ready to run the loop! INTERNAL_runApplication = true; #if WIIU_GAMEPAD wiiuStream = DRC.drc_new_streamer(); if (wiiuStream == IntPtr.Zero) { System.Console.WriteLine("Failed to alloc GamePad stream!"); return; } if (DRC.drc_start_streamer(wiiuStream) < 1) // ??? { System.Console.WriteLine("Failed to start GamePad stream!"); DRC.drc_delete_streamer(wiiuStream); wiiuStream = IntPtr.Zero; return; } DRC.drc_enable_system_input_feeder(wiiuStream); Rectangle bounds = Window.ClientBounds; wiiuPixelData = new byte[bounds.Width * bounds.Height * 4]; #endif }