Files
Dashboard/Dashboard.OpenGL/Drawing/DirectRendering.cs
T
themixedupstuff 3b20c53088 Refactor rendering interfaces and implementations
- Refactored DirectRendering class to support new IDirectRendering interface and manage textures directly.
- Enhanced ImmediateMode to utilize ImmediateVertex struct for immediate rendering calls.
- Updated Image class to use IDirectRendering for texture creation.
- Modified test application to demonstrate immediate mode rendering with new structures.
- Removed obsolete code related to previous rendering abstractions.
2026-08-23 21:44:05 +03:00

114 lines
3.8 KiB
C#

using System.Drawing;
using System.Numerics;
using Dashboard.Drawing;
using Dashboard.Pal;
using OpenTK.Graphics.OpenGL;
namespace Dashboard.OpenGL.Drawing
{
public class DirectRendering : IDirectRendering, ITextureExtension
{
public GLDeviceContext Context { get; private set; } = null!;
public string DriverName { get; } = "Dashboard OpenGL";
public string DriverVendor { get; } = "Dashboard";
public Version DriverVersion { get; } = new Version(0, 1);
IContextBase IContextExtensionBase.Context => Context;
DeviceContext IContextExtensionBase<DeviceContext>.Context => Context;
public bool SupportsArbTextureStorage { get; private set; }
public bool SupportsAnisotropy { get; private set; }
private int _vao = -1;
private List<GLTexture> _textures = new List<GLTexture>();
public void Dispose()
{
GC.SuppressFinalize(this);
}
public void Require(DeviceContext context)
{
Context = (GLDeviceContext)context;
SupportsArbTextureStorage = Context.DriverVersion >= new Version(4, 2) ||
Context.IsGLExtensionAvailable("GL_ARB_texture_storage");
SupportsAnisotropy = Context.DriverVersion >= new Version() ||
Context.IsGLExtensionAvailable("GL_EXT_texture_filter_anisotropic") ||
Context.IsGLExtensionAvailable("GL_ARB_texture_filter_anisotropic");
}
public void Require(IContextBase context) => Require((DeviceContext)context);
public void Begin()
{
if (_vao == -1)
{
GL.GenVertexArray(out _vao);
}
}
public void End()
{
}
public IShader CreateShader<T>(T createInfo) where T : IShaderCreateInfo
{
int program = createInfo switch
{
GlslShaderCreateInfo glsl => glsl.CreateProgram(),
GlslComputeShaderCreateInfo compute => compute.CreateProgram(),
SpirvShaderCreateInfo spirv => spirv.CreateProgram(),
_ => throw new Exception($"Unsupported shader pipeline type {createInfo.GetType()}."),
};
return new GLShader((GLDeviceContext)Context, program);
}
public IBuffer CreateBuffer(BufferAccessPattern pattern, long size)
{
return GLBuffer.Create((GLDeviceContext)Context, pattern, size);
}
public void Draw(DrawCall drawCall)
{
Vector2 size = Context.FramebufferSize;
drawCall.SetAll(size, _vao, false);
if (drawCall.VertexSpecification.ElementBuffer is null)
{
GL.DrawArrays(drawCall.Primitive.OpenGL, drawCall.First, drawCall.Count);
}
else if (drawCall.BaseVertex == 0)
{
GL.DrawElements(drawCall.Primitive.OpenGL, drawCall.Count, drawCall.IndexType.OpenGL, (nint)drawCall.Offset);
}
else
{
GL.DrawElementsBaseVertex(drawCall.Primitive.OpenGL, drawCall.Count, drawCall.IndexType.OpenGL, (nint)drawCall.Offset, drawCall.BaseVertex);
}
}
public GLTexture CreateTexture(TextureType type)
{
GLTexture texture = new GLTexture(this, type);
lock (_textures) _textures.Add(texture);
return texture;
}
internal void TextureDisposed(GLTexture texture)
{
lock (_textures) _textures.Remove(texture);
}
ITexture ITextureExtension.CreateTexture(TextureType type) => CreateTexture(type);
ITexture IDirectRendering.CreateTexture(TextureType type)
{
return CreateTexture(type);
}
}
}