Beispiel #1
0
        void IGraphicsBackend.GetOutputPixelData(IntPtr buffer, ColorDataLayout dataLayout, ColorDataElementType dataElementType, int x, int y, int width, int height)
        {
            DefaultOpenTKBackendPlugin.GuardSingleThreadState();

            NativeRenderTarget lastRt = NativeRenderTarget.BoundRT;

            NativeRenderTarget.Bind(null);
            {
                // Use a temporary local buffer, since the image will be upside-down because
                // of OpenGL's coordinate system and we'll need to flip it before returning.
                byte[] byteData = new byte[width * height * 4];

                // Retrieve pixel data
                GL.ReadPixels(x, y, width, height, dataLayout.ToOpenTK(), dataElementType.ToOpenTK(), byteData);

                // Flip the retrieved image vertically
                int    bytesPerLine = width * 4;
                byte[] switchLine   = new byte[width * 4];
                for (int flipY = 0; flipY < height / 2; flipY++)
                {
                    int lineIndex  = flipY * width * 4;
                    int lineIndex2 = (height - 1 - flipY) * width * 4;

                    // Copy the current line to the switch buffer
                    for (int lineX = 0; lineX < bytesPerLine; lineX++)
                    {
                        switchLine[lineX] = byteData[lineIndex + lineX];
                    }

                    // Copy the opposite line to the current line
                    for (int lineX = 0; lineX < bytesPerLine; lineX++)
                    {
                        byteData[lineIndex + lineX] = byteData[lineIndex2 + lineX];
                    }

                    // Copy the switch buffer to the opposite line
                    for (int lineX = 0; lineX < bytesPerLine; lineX++)
                    {
                        byteData[lineIndex2 + lineX] = switchLine[lineX];
                    }
                }

                // Copy the flipped data to the output buffer
                Marshal.Copy(byteData, 0, buffer, width * height * 4);
            }
            NativeRenderTarget.Bind(lastRt);
        }
Beispiel #2
0
        private void CheckContextCaps()
        {
            if (this.contextCapsRetrieved)
            {
                return;
            }
            this.contextCapsRetrieved = true;

            //App.Log("Determining OpenGL context capabilities...");
            //Logs.Core.PushIndent();

            // Make sure we're not on a render target, which may override
            // some settings that we'd like to get from the main contexts
            // backbuffer.
            NativeRenderTarget oldTarget = NativeRenderTarget.BoundRT;

            NativeRenderTarget.Bind(null);

            int targetSamples = this.defaultGraphicsMode.Samples;
            int actualSamples;

            // Retrieve how many MSAA samples are actually available, despite what
            // was offered and requested vis graphics mode.
            CheckOpenGLErrors(true);
            actualSamples = GL.GetInteger(GetPName.Samples);
            if (CheckOpenGLErrors())
            {
                actualSamples = targetSamples;
            }

            // If the sample count differs, mention it in the logs. If it is
            // actually zero, assume MSAA is driver-disabled.
            if (targetSamples != actualSamples)
            {
                App.Log("Requested {0} MSAA samples, but got {1} samples instead.", targetSamples, actualSamples);
                if (actualSamples == 0)
                {
                    this.msaaIsDriverDisabled = true;
                    App.Log("Assuming MSAA is unavailable. Duality will not use Alpha-to-Coverage masking techniques.");
                }
            }

            NativeRenderTarget.Bind(oldTarget);

            //Logs.Core.PopIndent();
        }
Beispiel #3
0
        void IGraphicsBackend.GetOutputPixelData <T>(T[] buffer, ColorDataLayout dataLayout, ColorDataElementType dataElementType, int x, int y, int width, int height)
        {
            DefaultOpenTKBackendPlugin.GuardSingleThreadState();

            NativeRenderTarget lastRt = NativeRenderTarget.BoundRT;

            NativeRenderTarget.Bind(null);
            {
                GL.ReadPixels(x, y, width, height, dataLayout.ToOpenTK(), dataElementType.ToOpenTK(), buffer);

                // The image will be upside-down because of OpenGL's coordinate system. Flip it.
                int structSize = System.Runtime.InteropServices.Marshal.SizeOf(typeof(T));
                T[] switchLine = new T[width * 4 / structSize];
                for (int flipY = 0; flipY < height / 2; flipY++)
                {
                    int lineIndex  = flipY * width * 4 / structSize;
                    int lineIndex2 = (height - 1 - flipY) * width * 4 / structSize;

                    // Copy the current line to the switch buffer
                    for (int lineX = 0; lineX < width; lineX++)
                    {
                        switchLine[lineX] = buffer[lineIndex + lineX];
                    }

                    // Copy the opposite line to the current line
                    for (int lineX = 0; lineX < width; lineX++)
                    {
                        buffer[lineIndex + lineX] = buffer[lineIndex2 + lineX];
                    }

                    // Copy the switch buffer to the opposite line
                    for (int lineX = 0; lineX < width; lineX++)
                    {
                        buffer[lineIndex2 + lineX] = switchLine[lineX];
                    }
                }
            }
            NativeRenderTarget.Bind(lastRt);
        }
Beispiel #4
0
        void IGraphicsBackend.BeginRendering(IDrawDevice device, RenderOptions options, RenderStats stats)
        {
            DebugCheckOpenGLErrors();
            this.CheckContextCaps();

            this.currentDevice = device;
            this.renderOptions = options;
            this.renderStats   = stats;

            // Prepare the target surface for rendering
            NativeRenderTarget.Bind(options.Target as NativeRenderTarget);

            // Determine whether masked blending should use alpha-to-coverage mode
            if (this.msaaIsDriverDisabled)
            {
                this.useAlphaToCoverageBlend = false;
            }
            else if (NativeRenderTarget.BoundRT != null)
            {
                this.useAlphaToCoverageBlend = NativeRenderTarget.BoundRT.Samples > 0;
            }
            else if (this.activeWindow != null)
            {
                this.useAlphaToCoverageBlend = this.activeWindow.IsMultisampled;
            }
            else
            {
                this.useAlphaToCoverageBlend = this.defaultGraphicsMode.Samples > 0;
            }

            // Determine the available size on the active rendering surface
            Point2 availableSize;

            if (NativeRenderTarget.BoundRT != null)
            {
                availableSize = new Point2(NativeRenderTarget.BoundRT.Width, NativeRenderTarget.BoundRT.Height);
            }
            else if (this.activeWindow != null)
            {
                availableSize = new Point2(this.activeWindow.Width, this.activeWindow.Height);
            }
            else
            {
                availableSize = this.externalBackbufferSize;
            }

            // Translate viewport coordinates to OpenGL screen coordinates (bottom-left, rising), unless rendering
            // to a texture, which is laid out Duality-like (top-left, descending)
            Rect openGLViewport = options.Viewport;

            if (NativeRenderTarget.BoundRT == null)
            {
                openGLViewport.Y = (availableSize.Y - openGLViewport.H) - openGLViewport.Y;
            }

            // Setup viewport and scissor rects
            GL.Viewport((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H));
            GL.Scissor((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H));

            // Clear buffers
            ClearBufferMask glClearMask = 0;
            ColorRgba       clearColor  = options.ClearColor;

            if ((options.ClearFlags & ClearFlag.Color) != ClearFlag.None)
            {
                glClearMask |= ClearBufferMask.ColorBufferBit;
            }
            if ((options.ClearFlags & ClearFlag.Depth) != ClearFlag.None)
            {
                glClearMask |= ClearBufferMask.DepthBufferBit;
            }
            GL.ClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f, clearColor.A / 255.0f);
            GL.ClearDepth((double)options.ClearDepth);             // The "float version" is from OpenGL 4.1..
            GL.Clear(glClearMask);

            // Configure Rendering params
            GL.Enable(EnableCap.ScissorTest);
            GL.Enable(EnableCap.DepthTest);
            if (options.DepthTest)
            {
                GL.DepthFunc(DepthFunction.Lequal);
            }
            else
            {
                GL.DepthFunc(DepthFunction.Always);
            }

            OpenTK.Matrix4 openTkView;
            Matrix4        view = options.ViewMatrix;

            GetOpenTKMatrix(ref view, out openTkView);

            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadMatrix(ref openTkView);

            Matrix4 projectionMatrix = options.ProjectionMatrix;

            if (NativeRenderTarget.BoundRT != null)
            {
                Matrix4 flipOutput = Matrix4.CreateScale(1.0f, -1.0f, 1.0f);
                projectionMatrix = projectionMatrix * flipOutput;
            }

            OpenTK.Matrix4 openTkProjection;
            Matrix4        projection = projectionMatrix;

            GetOpenTKMatrix(ref projection, out openTkProjection);

            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadMatrix(ref openTkProjection);
        }
Beispiel #5
0
        void IGraphicsBackend.BeginRendering(IDrawDevice device, VertexBatchStore vertexData, RenderOptions options, RenderStats stats)
        {
            DebugCheckOpenGLErrors();
            this.CheckContextCaps();

            this.currentDevice = device;
            this.renderOptions = options;
            this.renderStats   = stats;

            // Upload all vertex data that we'll need during rendering
            if (vertexData != null)
            {
                this.perVertexTypeVBO.Count = Math.Max(this.perVertexTypeVBO.Count, vertexData.Batches.Count);
                for (int typeIndex = 0; typeIndex < vertexData.Batches.Count; typeIndex++)
                {
                    // Filter out unused vertex types
                    IVertexBatch vertexBatch = vertexData.Batches[typeIndex];
                    if (vertexBatch == null)
                    {
                        continue;
                    }
                    if (vertexBatch.Count == 0)
                    {
                        continue;
                    }

                    // Generate a VBO for this vertex type if it didn't exist yet
                    if (this.perVertexTypeVBO[typeIndex] == 0)
                    {
                        GL.GenBuffers(1, out this.perVertexTypeVBO.Data[typeIndex]);
                    }
                    GL.BindBuffer(BufferTarget.ArrayBuffer, this.perVertexTypeVBO[typeIndex]);

                    // Upload all data of this vertex type as a single block
                    int vertexDataLength = vertexBatch.Declaration.Size * vertexBatch.Count;
                    using (PinnedArrayHandle pinned = vertexBatch.Lock())
                    {
                        GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, IntPtr.Zero, BufferUsageHint.StreamDraw);
                        GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, pinned.Address, BufferUsageHint.StreamDraw);
                    }
                }
            }
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);

            // Prepare the target surface for rendering
            NativeRenderTarget.Bind(options.Target as NativeRenderTarget);

            // Determine whether masked blending should use alpha-to-coverage mode
            if (this.msaaIsDriverDisabled)
            {
                this.useAlphaToCoverageBlend = false;
            }
            else if (NativeRenderTarget.BoundRT != null)
            {
                this.useAlphaToCoverageBlend = NativeRenderTarget.BoundRT.Samples > 0;
            }
            else if (this.activeWindow != null)
            {
                this.useAlphaToCoverageBlend = this.activeWindow.IsMultisampled;
            }
            else
            {
                this.useAlphaToCoverageBlend = this.defaultGraphicsMode.Samples > 0;
            }

            // Determine the available size on the active rendering surface
            Point2 availableSize;

            if (NativeRenderTarget.BoundRT != null)
            {
                availableSize = new Point2(NativeRenderTarget.BoundRT.Width, NativeRenderTarget.BoundRT.Height);
            }
            else if (this.activeWindow != null)
            {
                availableSize = new Point2(this.activeWindow.Width, this.activeWindow.Height);
            }
            else
            {
                availableSize = this.externalBackbufferSize;
            }

            // Translate viewport coordinates to OpenGL screen coordinates (bottom-left, rising), unless rendering
            // to a texture, which is laid out Duality-like (top-left, descending)
            Rect openGLViewport = options.Viewport;

            if (NativeRenderTarget.BoundRT == null)
            {
                openGLViewport.Y = (availableSize.Y - openGLViewport.H) - openGLViewport.Y;
            }

            // Setup viewport and scissor rects
            GL.Viewport((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H));
            GL.Scissor((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H));

            // Clear buffers
            ClearBufferMask glClearMask = 0;
            ColorRgba       clearColor  = options.ClearColor;

            if ((options.ClearFlags & ClearFlag.Color) != ClearFlag.None)
            {
                glClearMask |= ClearBufferMask.ColorBufferBit;
            }
            if ((options.ClearFlags & ClearFlag.Depth) != ClearFlag.None)
            {
                glClearMask |= ClearBufferMask.DepthBufferBit;
            }
            GL.ClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f, clearColor.A / 255.0f);
            GL.ClearDepth((double)options.ClearDepth);             // The "float version" is from OpenGL 4.1..
            GL.Clear(glClearMask);

            // Configure Rendering params
            if (options.RenderMode == RenderMatrix.ScreenSpace)
            {
                GL.Enable(EnableCap.ScissorTest);
                GL.Enable(EnableCap.DepthTest);
                GL.DepthFunc(DepthFunction.Always);
            }
            else
            {
                GL.Enable(EnableCap.ScissorTest);
                GL.Enable(EnableCap.DepthTest);
                GL.DepthFunc(DepthFunction.Lequal);
            }

            OpenTK.Matrix4 openTkModelView;
            Matrix4        modelView = options.ModelViewMatrix;

            GetOpenTKMatrix(ref modelView, out openTkModelView);

            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadMatrix(ref openTkModelView);

            OpenTK.Matrix4 openTkProjection;
            Matrix4        projection = options.ProjectionMatrix;

            GetOpenTKMatrix(ref projection, out openTkProjection);

            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadMatrix(ref openTkProjection);

            if (NativeRenderTarget.BoundRT != null)
            {
                GL.Scale(1.0f, -1.0f, 1.0f);
                if (options.RenderMode == RenderMatrix.ScreenSpace)
                {
                    GL.Translate(0.0f, -device.TargetSize.Y, 0.0f);
                }
            }
        }