Ejemplo n.º 1
0
        public static ITexture CopyTexture(ITexture src)
        {
            ITexture dst = PoolProxy.GetResource <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(src.GetTextureParameters());

            var renderTarget = GL.GenFramebuffer();

            GL.BindFramebuffer(FramebufferTarget.Framebuffer, renderTarget);
            GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, src.GetTextureParameters().TexTarget, dst.GetTextureDescriptor(), 0);
            GL.DrawBuffer(DrawBufferMode.ColorAttachment0);

            //GL.Disable(EnableCap.DepthTest);
            GL.Viewport(0, 0, src.GetTextureRezolution().X, src.GetTextureRezolution().Y);
            // start copy texture to render target
            copyShader.startProgram();
            src.BindTexture(TextureUnit.Texture0);
            copyShader.SetUniformValues(0);
            var quadBuffer = ScreenQuad.GetScreenQuadBuffer();

            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            copyShader.stopProgram();
            GL.Enable(EnableCap.DepthTest);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
            GL.DeleteFramebuffer(renderTarget);

            return(dst);
        }
Ejemplo n.º 2
0
        public void WriteDepth(IList <IDrawable> CastingShadowActors, ref Matrix4 ProjectionMatrix)
        {
            GL.Viewport(0, 0, m_shadowMapTexture.GetTextureRezolution().X, m_shadowMapTexture.GetTextureRezolution().Y);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, m_framebufferHandler);
            GL.Clear(ClearBufferMask.DepthBufferBit);

            Matrix4 shadowProjectionMatrix = GetShadowProjectionMatrix(ref ProjectionMatrix);
            Matrix4 shadowViewMatrix       = GetShadowViewMatrix();

            m_shadowShader.startProgram();
            foreach (IDrawable actor in CastingShadowActors)
            {
                if (actor != null)
                {
                    m_shadowShader.SetUniformValues(actor.GetWorldMatrix(), shadowViewMatrix, shadowProjectionMatrix);
                    actor.GetMeshVao().RenderVAO(PrimitiveType.Triangles);
                }
            }
            m_shadowShader.stopProgram();

            GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
        }
 public void Bind()
 {
     GL.BindFramebuffer(FramebufferTarget.Framebuffer, FramebufferDescriptor);
     GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
     GL.Viewport(0, 0, ColorTexture.GetTextureRezolution().X, ColorTexture.GetTextureRezolution().Y);
 }