BizHawk/Bizware/BizHawk.Bizware.BizwareGL/IGL.cs

273 lines
8.8 KiB
C#

using System;
using System.IO;
using System.Drawing;
using swf=System.Windows.Forms;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace BizHawk.Bizware.BizwareGL
{
/// <summary>
/// This is a wrapper over hopefully any OpenGL bindings..
/// And possibly, quite possibly, Direct3d.. even though none of your shaders would work. (could use nvidia CG, native dlls in necessary since this would only be for windows)
/// TODO - This really needs to be split up into an internal and a user interface. so many of the functions are made to support the smart wrappers
/// Maybe make a method that returns an interface used for advanced methods (and IGL_TK could implement that as well and just "return this:")
///
/// NOTE: THIS SHOULD NOT BE ASSUMED TO BE THREAD SAFE! Make a new IGL if you want to use it in a new thread. I hope that will work...
/// </summary>
public interface IGL : IDisposable
{
/// <summary>
/// Clears the specified buffer parts
/// </summary>
/// <param name="mask"></param>
void Clear(ClearBufferMask mask);
/// <summary>
/// Sets the current clear color
/// </summary>
void SetClearColor(Color color);
/// <summary>
/// generates a texture handle
/// </summary>
IntPtr GenTexture();
/// <summary>
/// returns an empty handle
/// </summary>
IntPtr GetEmptyHandle();
/// <summary>
/// returns an empty uniform handle
/// </summary>
IntPtr GetEmptyUniformHandle();
/// <summary>
/// compile a fragment shader. This is the simplified method. A more complex method may be added later which will accept multiple sources and preprocessor definitions independently
/// </summary>
Shader CreateFragmentShader(string source, bool required);
/// <summary>
/// compile a vertex shader. This is the simplified method. A more complex method may be added later which will accept multiple sources and preprocessor definitions independently
/// </summary>
Shader CreateVertexShader(string source, bool required);
/// <summary>
/// Creates a complete pipeline from the provided vertex and fragment shader handles
/// </summary>
Pipeline CreatePipeline(VertexLayout vertexLayout, Shader vertexShader, Shader fragmentShader, bool required);
/// <summary>
/// Binds this pipeline as the current used for rendering
/// </summary>
void BindPipeline(Pipeline pipeline);
/// <summary>
/// Sets a uniform sampler to use use the provided texture handle
/// </summary>
void SetPipelineUniformSampler(PipelineUniform uniform, IntPtr texHandle);
/// <summary>
/// Sets a uniform value
/// </summary>
void SetPipelineUniformMatrix(PipelineUniform uniform, Matrix4 mat, bool transpose);
/// <summary>
/// Sets a uniform value
/// </summary>
void SetPipelineUniformMatrix(PipelineUniform uniform, ref Matrix4 mat, bool transpose);
/// <summary>
/// sets a uniform value
/// </summary>
void SetPipelineUniform(PipelineUniform uniform, Vector4 value);
/// <summary>
/// sets a uniform value
/// </summary>
void SetPipelineUniform(PipelineUniform uniform, Vector2 value);
/// <summary>
/// sets a uniform value
/// </summary>
void SetPipelineUniform(PipelineUniform uniform, float value);
/// <summary>
/// sets uniform values
/// </summary>
void SetPipelineUniform(PipelineUniform uniform, Vector4[] values);
/// <summary>
/// sets a uniform value
/// </summary>
void SetPipelineUniform(PipelineUniform uniform, bool value);
/// <summary>
/// Binds array data for use with the currently-bound VertexLayout
/// </summary>
unsafe void BindArrayData(void* pData);
/// <summary>
/// Draws based on the currently set VertexLayout and ArrayData
/// </summary>
void DrawArrays(PrimitiveType mode, int first, int count);
/// <summary>
/// Frees the provided shader handle
/// </summary>
void FreeShader(IntPtr shader);
/// <summary>
/// frees the provided texture handle
/// </summary>
void FreeTexture(IntPtr texHandle);
/// <summary>
/// resolves the texture into a new BitmapBuffer
/// </summary>
BitmapBuffer ResolveTexture2d(Texture2d texture);
/// <summary>
/// frees the provided render target
/// </summary>
void FreeRenderTarget(RenderTarget rt);
/// <summary>
/// Binds this texture as the current texture2d target for parameter-specification
/// </summary>
void BindTexture2d(Texture2d texture);
/// <summary>
/// Sets a 2d texture parameter
/// </summary>
void TexParameter2d(TextureParameterName pname, int param);
/// <summary>
/// creates a vertex layout resource
/// </summary>
VertexLayout CreateVertexLayout();
/// <summary>
/// Creates a blending state object
/// </summary>
IBlendState CreateBlendState(BlendingFactorSrc colorSource, BlendEquationMode colorEquation, BlendingFactorDest colorDest,
BlendingFactorSrc alphaSource, BlendEquationMode alphaEquation, BlendingFactorDest alphaDest);
/// <summary>
/// retrieves a blend state for opaque rendering
/// Alpha values are copied from the source fragment.
/// </summary>
IBlendState BlendNone { get; }
/// <summary>
/// retrieves a blend state for normal (non-premultiplied) alpha blending.
/// Alpha values are copied from the source fragment.
/// </summary>
IBlendState BlendNormal { get; }
/// <summary>
/// Sets the current blending state object
/// </summary>
void SetBlendState(IBlendState rsBlend);
/// <summary>
/// Creates a texture with the specified dimensions
/// TODO - pass in specifications somehow
/// </summary>
Texture2d CreateTexture(int width, int height);
/// <summary>
/// In case you already have the texture ID (from an opengl emulator gpu core) you can get a Texture2d with it this way.
/// Otherwise, if this isn't an OpenGL frontend implementation, I guess... try reading the texturedata out of it and making a new texture?
/// </summary>
Texture2d WrapGLTexture2d(IntPtr glTexId, int width, int height);
/// <summary>
/// Sets the clamp mode (for both uv) for the Texture2d
/// </summary>
void SetTextureWrapMode(Texture2d tex, bool clamp);
/// <summary>
/// Loads the texture with new data. This isnt supposed to be especially versatile, it just blasts a bitmap buffer into the texture
/// </summary>
void LoadTextureData(Texture2d tex, BitmapBuffer bmp);
/// <summary>
/// Loads a texture from disk
/// </summary>
Texture2d LoadTexture(string path);
/// <summary>
/// Loads a texture from the stream
/// </summary>
Texture2d LoadTexture(Stream stream);
/// <summary>
/// Loads a texture from the BitmapBuffer
/// </summary>
Texture2d LoadTexture(BitmapBuffer buffer);
/// <summary>
/// Loads a texture from the System.Drawing.Bitmap
/// </summary>
Texture2d LoadTexture(Bitmap bitmap);
/// <summary>
/// sets the viewport according to the provided specifications
/// </summary>
void SetViewport(int x, int y, int width, int height);
/// <summary>
/// sets the viewport according to the provided specifications
/// </summary>
void SetViewport(int width, int height);
/// <summary>
/// sets the viewport according to the client area of the provided control
/// </summary>
void SetViewport(swf.Control control);
/// <summary>
/// sets the viewport according to the provided specifications
/// </summary>
void SetViewport(Size size);
/// <summary>
/// generates a proper 2d othographic projection for the given destination size, suitable for use in a GUI
/// </summary>
Matrix4 CreateGuiProjectionMatrix(int w, int h);
/// <summary>
/// generates a proper 2d othographic projection for the given destination size, suitable for use in a GUI
/// </summary>
Matrix4 CreateGuiProjectionMatrix(Size dims);
/// <summary>
/// generates a proper view transform for a standard 2d ortho projection, including half-pixel jitter if necessary and
/// re-establishing of a normal 2d graphics top-left origin. suitable for use in a GUI
/// </summary>
Matrix4 CreateGuiViewMatrix(int w, int h);
/// <summary>
/// generates a proper view transform for a standard 2d ortho projection, including half-pixel jitter if necessary and
/// re-establishing of a normal 2d graphics top-left origin. suitable for use in a GUI
/// </summary>
Matrix4 CreateGuiViewMatrix(Size dims);
/// <summary>
/// Creates a render target. Includes a color buffer. Pixel format control TBD
/// </summary>
RenderTarget CreateRenderTarget(int w, int h);
/// <summary>
/// Binds a RenderTarget for current rendering
/// </summary>
void BindRenderTarget(RenderTarget rt);
IGraphicsControl Internal_CreateGraphicsControl();
}
}