Beispiel #1
0
        public void RestoreRenderTarget()
        {
            Renderer.Flush();
            uint prevFramebuffer = framebufferStack.Pop();

            PlatformRenderer.BindFramebuffer(prevFramebuffer);
        }
Beispiel #2
0
        public void SetAsRenderTarget()
        {
            Renderer.Flush();
            GetHandle();
            uint currentFramebuffer = (uint)PlatformRenderer.CurrentFramebuffer;

            PlatformRenderer.BindFramebuffer(framebuffer);
            framebufferStack.Push(currentFramebuffer);
        }
Beispiel #3
0
        private void CreateTexture()
        {
            if (IsDisposed)
            {
                throw new ObjectDisposedException(GetType().Name);
            }
            var t = new uint[1];

            GL.GenFramebuffers(1, t);
            framebuffer = t[0];
            GL.GenTextures(1, t);
            handle = t[0];
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, handle);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, textureParams.MinFilter.ToInt());
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, textureParams.MagFilter.ToInt());
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, textureParams.WrapModeU.ToInt());
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, textureParams.WrapModeV.ToInt());
            int bpp;

            if (Format == RenderTextureFormat.RGBA8)
            {
                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, size.Width, size.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, (IntPtr)null);
                bpp = 4;
            }
            else
            {
                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, size.Width, size.Height, 0, PixelFormat.Rgb, PixelType.UnsignedShort565, (IntPtr)null);
                bpp = 2;
            }
            MemoryUsed = SurfaceSize.Width * SurfaceSize.Height * bpp;
            uint oldFramebuffer = PlatformRenderer.CurrentFramebuffer;

            PlatformRenderer.BindFramebuffer(framebuffer);
            PlatformRenderer.CheckErrors();
            GL.FramebufferTexture2D(
                FramebufferTarget.Framebuffer,
                FramebufferSlot.ColorAttachment0,
                TextureTarget.Texture2D,
                handle,
                level: 0);
            if ((int)GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != (int)FramebufferErrorCode.FramebufferComplete)
            {
                throw new Exception("Failed to create render texture. Framebuffer is incomplete.");
            }
            AttachRenderBuffer(FramebufferSlot.DepthAttachment, RenderbufferInternalFormat.DepthComponent16, out depthBuffer);
            Renderer.Clear(Color4.Black);
            PlatformRenderer.MarkTextureSlotAsDirty(0);
            PlatformRenderer.BindFramebuffer(oldFramebuffer);
            PlatformRenderer.CheckErrors();
        }
Beispiel #4
0
        private void CreateTexture()
        {
            if (!Application.CurrentThread.IsMain())
            {
                throw new Lime.Exception("Attempt to create a RenderTexture not from the main thread");
            }
            var t = new uint[1];

            GL.GenFramebuffers(1, t);
            framebuffer = t[0];
            GL.GenTextures(1, t);
            handle = t[0];
            PlatformRenderer.PushTexture(handle, 0);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, textureParams.MinFilter.ToInt());
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, textureParams.MagFilter.ToInt());
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, textureParams.WrapModeU.ToInt());
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, textureParams.WrapModeV.ToInt());
            int bpp;

            if (Format == RenderTextureFormat.RGBA8)
            {
                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, size.Width, size.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, (IntPtr)null);
                bpp = 4;
            }
            else
            {
                GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, size.Width, size.Height, 0, PixelFormat.Rgb, PixelType.UnsignedShort565, (IntPtr)null);
                bpp = 2;
            }
            MemoryUsed = SurfaceSize.Width * SurfaceSize.Height * bpp;
            uint oldFramebuffer = PlatformRenderer.CurrentFramebuffer;

            PlatformRenderer.BindFramebuffer(framebuffer);
            PlatformRenderer.CheckErrors();
            GL.FramebufferTexture2D(
                FramebufferTarget.Framebuffer,
                FramebufferSlot.ColorAttachment0,
                TextureTarget.Texture2D,
                handle,
                level: 0);
            if ((int)GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != (int)FramebufferErrorCode.FramebufferComplete)
            {
                throw new Exception("Failed to create render texture. Framebuffer is incomplete.");
            }
            AttachRenderBuffer(FramebufferSlot.DepthAttachment, RenderbufferInternalFormat.DepthComponent16, out depthBuffer);
            Renderer.Clear(0, 0, 0, 0);
            PlatformRenderer.PopTexture(0);
            PlatformRenderer.BindFramebuffer(oldFramebuffer);
            PlatformRenderer.CheckErrors();
        }