//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="glRenderStream.cs" // Project: StepVisualizer // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using StgSharp.Math; using StgSharp.Threading; using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Text; using System.Threading; using System.Threading.Tasks; namespace StgSharp.Graphics.OpenGL { public abstract partial class glRender : RenderStream { private protected static readonly ConcurrentDictionary renderToThread = new ConcurrentDictionary(); private OpenGLFunction _context; protected internal OpenGLFunction GL { get { return _context; } } /// /// Initialize an opengl context and load all opengl functions. /// public unsafe void InitializeContext() { if( ContextHandle == default ) { ContextHandle = Marshal.AllocHGlobal( Marshal.SizeOf( typeof( OpenglContext ) ) ); OpenglContext* contextID = ( OpenglContext* )ContextHandle; contextID->glGetString = ( delegate* )IntPtr.Zero; } if( GL == null ) { _context = OpenGLFunction.BuildGlFunctionPackage( ContextHandle ); } } /// /// Initialize an OpenGl viewPortDisplay if current form has not been binded to any /// viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL /// viewPortDisplay. /// /// /// Something goes wrong and World fails in creating a new OpenGL viewPortDisplay. /// public unsafe void MakeAsCurrentContext() { InternalIO.glfwMakeContextCurrent( CanvasHandle ); OpenGLFunction.CurrentGL = this.GL; } /// public override void RenderEnd() { if( !renderToThread.TryGetValue( this, out Thread t ) || t != Thread.CurrentThread ) { throw new InvalidOperationException( $"Current render has had been binded to thread {t!.ManagedThreadId}" ); } SwapBuffers(); renderToThread[ this ] = ThreadHelper.EmptyThread; InternalIO.glfwMakeContextCurrent( IntPtr.Zero ); OpenGLFunction.CurrentGL = null; } /// public override void RenderStart() { Thread current = Thread.CurrentThread; if( !renderToThread.TryGetValue( this, out Thread t ) || t == ThreadHelper.EmptyThread ) { renderToThread[ this ] = current; MakeAsCurrentContext(); return; } if( t != current ) { throw new InvalidOperationException( $"Current render has had been binded to thread {t!.ManagedThreadId}" ); } } [MethodImpl( MethodImplOptions.AggressiveInlining )] public override void SetSizeLimit( int minWidth, int minHeight, int maxWidth, int maxHeight ) { InternalIO.glfwSetWindowSizeLimits( this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] internal override sealed void PlatformSpecifiedInitialize() { InitializeContext(); MakeAsCurrentContext(); glManager.LoadOpenGLApiTo( BindedViewPortContext.GraphicHandle ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] internal override sealed void Terminate() { CustomizeDeinit(); } protected override sealed Uniform NativeCameraUniform( ShaderProgram source, string name ) { NativeCamera.GainAllUniforms( source, name ); return NativeCamera.convertedUniform; } [MethodImpl( MethodImplOptions.AggressiveInlining )] protected override sealed void NativeCameraViewRange( Radius fieldOfRange, Vec2 offset, (float frontDepth, float backDepth) viewDepth ) { NativeCamera.SetViewRange( fieldOfRange, this.Size, offset, viewDepth ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] protected override sealed void NativeCameraViewTarget( Vec3 position, Vec3 direction, Vec3 up ) { NativeCamera.SetViewDirection( position, direction, up ); } #region Key Control protected KeyStatus CheckKey( KeyboardKey key ) { return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key ); } protected KeyStatus CheckKey( Mouse key ) { return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key ); } protected KeyStatus CheckKey( Joystick key ) { return InternalIO.glfwGetKey( this.CanvasHandle, ( int )key ); } #endregion } }