Ejemplo n.º 1
0
        public static void Load()
        {
            ShadowPassShader = ShaderLoader.GetShader("Shadow.xsp");
            fbCreator = new FramebufferCreator();

            LightFramebuffer= fbCreator.createFrameBuffer("LightFramebuffer", SceneManager.Window.Width, SceneManager.Window.Height, PixelInternalFormat.Rgba16f, false);
            LightFramebuffer.clearColor = new OpenTK.Graphics.Color4(0f, 0f, 0f, 0f);

            Scene.Load();

            GL.MatrixMode(MatrixMode.Projection);
            GL.Ortho(0.0, (double)Window.Width, 0.0, (double)Window.Height, -10.0, 10.0);
            GL.MatrixMode(MatrixMode.Modelview);
        }
        private void registerFramebuffer(Framebuffer newFb)
        {
            Framebuffers.Add(newFb);

            int identifier = Framebuffers.Count;
            if (FramebufferNames.ContainsKey(newFb.Name))
                FramebufferNames.Remove(newFb.Name);

            FramebufferNames.Add(newFb.Name, identifier);

            TextureLoader.RegisterFrameBuffer(newFb.ColorTexture, newFb.Name + "Color");
            TextureLoader.RegisterFrameBuffer(newFb.DepthTexture, newFb.Name + "Depth");
        }
        public Framebuffer createFrameBuffer(string name, int FboWidth, int FboHeight, PixelInternalFormat precision, bool multisampling)
        {
            int FboHandle;
            int ColorTexture;
            int DepthTexture;

            int sampling = 0;
            if (multisampling)
            {
                sampling = (int)TextureMinFilter.Linear;
            }
            else
            {
                sampling = (int)TextureMinFilter.Nearest;
            }

            // Create Color Tex
            GL.GenTextures(1, out ColorTexture);
            GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, precision, FboWidth, FboHeight, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            // GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );

            // Create Depth Tex
            GL.GenTextures(1, out DepthTexture);
            GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, (PixelInternalFormat)All.DepthComponent32, FboWidth, FboHeight, 0, PixelFormat.DepthComponent, PixelType.UnsignedInt, IntPtr.Zero);
            // things go horribly wrong if DepthComponent's Bitcount does not match the main Framebuffer's Depth
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            // GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );

            // Create a FBO and attach the textures
            GL.Ext.GenFramebuffers(1, out FboHandle);

            #region Test for Error

            switch (GL.Ext.CheckFramebufferStatus(FramebufferTarget.FramebufferExt))
            {
                case FramebufferErrorCode.FramebufferCompleteExt:
                    {
                        Console.WriteLine("FBO: The framebuffer is complete and valid for rendering.");
                        break;
                    }
                case FramebufferErrorCode.FramebufferIncompleteAttachmentExt:
                    {
                        Console.WriteLine("FBO: One or more attachment points are not framebuffer attachment complete. This could mean there’s no texture attached or the format isn’t renderable. For color textures this means the base format must be RGB or RGBA and for depth textures it must be a DEPTH_COMPONENT format. Other causes of this error are that the width or height is zero or the z-offset is out of range in case of render to volume.");
                        break;
                    }
                case FramebufferErrorCode.FramebufferIncompleteMissingAttachmentExt:
                    {
                        Console.WriteLine("FBO: There are no attachments.");
                        break;
                    }
                /* case  FramebufferErrorCode.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
                     {
                         Console.WriteLine("FBO: An object has been attached to more than one attachment point.");
                         break;
                     }*/
                case FramebufferErrorCode.FramebufferIncompleteDimensionsExt:
                    {
                        Console.WriteLine("FBO: Attachments are of different size. All attachments must have the same width and height.");
                        break;
                    }
                case FramebufferErrorCode.FramebufferIncompleteFormatsExt:
                    {
                        Console.WriteLine("FBO: The color attachments have different format. All color attachments must have the same format.");
                        break;
                    }
                case FramebufferErrorCode.FramebufferIncompleteDrawBufferExt:
                    {
                        Console.WriteLine("FBO: An attachment point referenced by GL.DrawBuffers() doesn’t have an attachment.");
                        break;
                    }
                case FramebufferErrorCode.FramebufferIncompleteReadBufferExt:
                    {
                        Console.WriteLine("FBO: The attachment point referenced by GL.ReadBuffers() doesn’t have an attachment.");
                        break;
                    }
                case FramebufferErrorCode.FramebufferUnsupportedExt:
                    {
                        Console.WriteLine("FBO: This particular FBO configuration is not supported by the implementation.");
                        break;
                    }
                default:
                    {
                        Console.WriteLine("FBO: Status unknown. (yes, this is really bad.)");
                        break;
                    }
            }

            // using FBO might have changed states, e.g. the FBO might not support stereoscopic views or double buffering
            int[] queryinfo = new int[6];
            GL.GetInteger(GetPName.MaxColorAttachmentsExt, out queryinfo[0]);
            GL.GetInteger(GetPName.AuxBuffers, out queryinfo[1]);
            GL.GetInteger(GetPName.MaxDrawBuffers, out queryinfo[2]);
            GL.GetInteger(GetPName.Stereo, out queryinfo[3]);
            GL.GetInteger(GetPName.Samples, out queryinfo[4]);
            GL.GetInteger(GetPName.Doublebuffer, out queryinfo[5]);
            //Console.WriteLine("max. ColorBuffers: " + queryinfo[0] + " max. AuxBuffers: " + queryinfo[1] + " max. DrawBuffers: " + queryinfo[2] + "\nStereo: " + queryinfo[3] + " Samples: " + queryinfo[4] + " DoubleBuffer: " + queryinfo[5]);

            Console.WriteLine("Last GL Error: " + GL.GetError());

            #endregion Test for Error

            Framebuffer myFramebuffer = new Framebuffer(FboHandle, ColorTexture, DepthTexture, new Vector2(FboWidth, FboHeight), this);
            myFramebuffer.Name = name;

            if (name != null)
            {
                registerFramebuffer(myFramebuffer);
            }

            return myFramebuffer;
        }
        public void createLightBuffer(string name, int size, bool multisampling)
        {
            int FboHandle;
            int ColorTexture;
            int DepthTexture;

            int sampling = 0;
            if (multisampling)
            {
                sampling = (int)TextureMinFilter.Linear;
            }
            else
            {
                sampling = (int)TextureMinFilter.Nearest;
            }
              /*
            // Create Color Tex
            GL.GenTextures(1, out ColorTexture);
            GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, precision, size, size, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
            // GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );
            */

            // Create Depth Tex
            GL.GenTextures(1, out DepthTexture);
            GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, (PixelInternalFormat)All.DepthComponent32, size, size, 0, PixelFormat.DepthComponent, PixelType.UnsignedInt, IntPtr.Zero);
            // things go horribly wrong if DepthComponent's Bitcount does not match the main Framebuffer's Depth
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, sampling);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
            // GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );

            // Create a FBO and attach the textures
            GL.Ext.GenFramebuffers(1, out FboHandle);

            int identifier = Framebuffers.Count;

            ColorTexture = 0;

            Framebuffer myFramebuffer = new Framebuffer(FboHandle, ColorTexture, DepthTexture, new Vector2(size, size), this);

            //!!!gameWindow.textureLoader.fromFramebuffer(name + "light", myFramebuffer.DepthTexture);

            Framebuffers.Add(myFramebuffer);
            FramebufferNames.Add(name, identifier);

            //return new Framebuffer(FboHandle, ColorTexture, DepthTexture, new Vector2(FboWidth, FboHeight), mGameWindow);
        }
 public FramebufferCreator()
 {
     defaultFb = new DefaultFramebuffer(new Vector2(SceneManager.Window.Width, SceneManager.Window.Height), this);
 }