// ----------------------------------------------------------------------------- // file="glRenderStream" // Project: StgSharp // Copyright (c) Nitload. // SPDX-License-Identifier: MIT // ----------------------------------------------------------------------------- using StgSharp.Mathematics; using StgSharp.Mathematics.Graphics; 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 => _context; /// /// Initialize an opengl context and load all opengl functions. /// public unsafe void InitializeContext() { if (ContextHandle == default) { ContextHandle = Marshal.AllocHGlobal(Marshal.SizeOf()); 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() { GraphicFramework.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; GraphicFramework.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 ) { GraphicFramework.glfwSetWindowSizeLimits(this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight); } [MethodImpl(MethodImplOptions.AggressiveInlining)] internal sealed override void PlatformSpecifiedInitialize() { InitializeContext(); MakeAsCurrentContext(); glManager.LoadOpenGLApiTo(BindedViewPortContext.GraphicHandle); } [MethodImpl(MethodImplOptions.AggressiveInlining)] internal sealed override void Terminate() { CustomizeDeinit(); } protected sealed override Uniform NativeCameraUniform( ShaderProgram source, string name ) { NativeCamera.GainAllUniforms(source, name); return NativeCamera.convertedUniform; } [MethodImpl(MethodImplOptions.AggressiveInlining)] protected sealed override void NativeCameraViewRange( Radius fieldOfRange, Vec2 offset, (float frontDepth, float backDepth) viewDepth ) { NativeCamera.SetViewRange(fieldOfRange, this.Size, offset, viewDepth); } [MethodImpl(MethodImplOptions.AggressiveInlining)] protected sealed override void NativeCameraViewTarget( Vec3 position, Vec3 direction, Vec3 up ) { NativeCamera.SetViewDirection(position, direction, up); } } }