110 lines
3.9 KiB
C#
110 lines
3.9 KiB
C#
using System;
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using System.Runtime.ExceptionServices;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using System.Collections.Generic;
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using SFGraphics.GLObjects.Shaders;
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namespace Toolbox.Library.Rendering
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{
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public static class OpenTKSharedResources
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{
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public enum SharedResourceStatus
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{
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Initialized,
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Failed,
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Unitialized
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}
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public static SharedResourceStatus SetupStatus
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{
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get { return setupStatus; }
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}
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private static SharedResourceStatus setupStatus = SharedResourceStatus.Unitialized;
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// Keep a context around to avoid setting up after making each context.
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public static GameWindow dummyResourceWindow;
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public static Dictionary<string, Shader> shaders = new Dictionary<string, Shader>();
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private static DebugProc debugProc;
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[HandleProcessCorruptedStateExceptions]
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public static void InitializeSharedResources()
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{
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// Only setup once. This is checked multiple times to prevent crashes.
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if (setupStatus == SharedResourceStatus.Initialized)
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return;
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try
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{
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// Make a permanent context to share resources.
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GraphicsContext.ShareContexts = true;
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var control = new OpenTK.GLControl();
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control.MakeCurrent();
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// dummyResourceWindow = CreateGameWindowContext();
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if (Runtime.enableOpenTKDebugOutput)
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EnableOpenTKDebugOutput();
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RenderTools.LoadTextures();
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GetOpenGLSystemInfo();
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ShaderTools.SetUpShaders();
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setupStatus = SharedResourceStatus.Initialized;
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}
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catch (AccessViolationException)
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{
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// Context creation failed.
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setupStatus = SharedResourceStatus.Failed;
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}
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}
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public static void EnableOpenTKDebugOutput()
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{
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#if DEBUG
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/*// This isn't free, so skip this step when not debugging.
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// TODO: Only works with Intel integrated.
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if (SFGraphics.Tools.OpenGLExtensions.IsAvailable("GL_KHR_debug"))
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{
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GL.Enable(EnableCap.DebugOutput);
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GL.Enable(EnableCap.DebugOutputSynchronous);
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debugProc = DebugCallback;
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GL.DebugMessageCallback(debugProc, IntPtr.Zero);
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int[] ids = { };
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GL.DebugMessageControl(DebugSourceControl.DontCare, DebugTypeControl.DontCare,
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DebugSeverityControl.DontCare, 0, ids, true);
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}*/
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#endif
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}
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private static void DebugCallback(DebugSource source, DebugType type, int id, DebugSeverity severity, int length, IntPtr message, IntPtr userParam)
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{
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string debugMessage = Marshal.PtrToStringAnsi(message, length);
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Debug.WriteLine(String.Format("{0} {1} {2}", severity, type, debugMessage));
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}
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public static GameWindow CreateGameWindowContext(int width = 640, int height = 480)
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{
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GraphicsMode mode = new GraphicsMode(new ColorFormat(8, 8, 8, 8), 24, 0, 0, ColorFormat.Empty, 1);
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// TODO: Versions higher than 300 do not work for some reason.
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GameWindow gameWindow = new GameWindow(width, height, mode, "", OpenTK.GameWindowFlags.Default, OpenTK.DisplayDevice.Default, 3, 0, GraphicsContextFlags.Default);
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gameWindow.Visible = false;
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gameWindow.MakeCurrent();
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return gameWindow;
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}
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private static void GetOpenGLSystemInfo()
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{
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Runtime.renderer = GL.GetString(StringName.Renderer);
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Runtime.openGLVersion = GL.GetString(StringName.Version);
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Runtime.GLSLVersion = GL.GetString(StringName.ShadingLanguageVersion);
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}
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}
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}
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