public CharRenderBuffer(IRenderBuffer <GenericVector <T> > targetBuffer) { _targetBuffer = targetBuffer; _targetBufferPixels = targetBuffer.GetRenderBuffer(); _colorChars = new char[_targetBufferPixels.Length]; }
public void BeginScene( IRenderBuffer renderBuffer = null ) { Owner = Thread.CurrentThread; graphicsContext.MakeCurrent ( ( GraphicsDevice.Handle as OpenTK.GameWindow ).WindowInfo ); if ( renderBuffer != null && renderBuffer != GraphicsDevice.BackBuffer ) { GL.BindTexture ( TextureTarget.Texture2D, 0 ); GL.Enable ( EnableCap.Texture2D ); GL.BindFramebuffer ( FramebufferTarget.Framebuffer, ( renderBuffer as RenderBuffer ).frameBuffer ); GL.Viewport ( 0, 0, renderBuffer.Width, renderBuffer.Height ); CurrentRenderBuffer = renderBuffer; } else { CurrentRenderBuffer = GraphicsDevice.BackBuffer; GL.BindFramebuffer ( FramebufferTarget.Framebuffer, 0 ); GL.Viewport ( 0, 0, GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height ); } }
public void BeginScene( IRenderBuffer renderBuffer = null ) { Owner = Thread.CurrentThread; if ( d3dDevice == null ) return; CurrentRenderBuffer = renderBuffer; if ( renderBuffer == null || renderBuffer == GraphicsDevice.BackBuffer ) { CurrentRenderBuffer = GraphicsDevice.BackBuffer; ( d3dDevice.Target as SharpDX.Direct3D9.Device ).BeginScene (); } else { SharpDX.Direct3D9.Surface surface = ( renderBuffer.Handle as SharpDX.Direct3D9.Texture ).GetSurfaceLevel ( 0 ); ( renderBuffer as RenderBuffer ).rts.BeginScene ( surface, new SharpDX.Viewport ( 0, 0, renderBuffer.Width, renderBuffer.Height ) ); } }
//------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------ private void SetupFrameBuffers() { this._depthbuffer = this._context.CreateRenderbuffer(); this._context.BindRenderbuffer(WebGLE.Renderbuffer, this._depthbuffer); this._context.RenderbufferStorage(WebGLE.Renderbuffer, WebGLE.DepthComponent16, this._renderTextureDim, this._renderTextureDim); this._diffuseGroup = this.CreateRenderGroup(true); this._normalGroup = this.CreateRenderGroup(true); this._positionGroup = this.CreateRenderGroup(true); this._accumulationGroup = this.CreateRenderGroup(true); this._postGroup = this.CreateRenderGroup(true); }
public override void Intro( params object [] args ) { LiqueurSystem.GraphicsDevice.IsZWriteEnable = true; LiqueurSystem.GraphicsDevice.CullingMode = CullingMode.None; LiqueurSystem.GraphicsDevice.ScreenSize = new Vector2 ( 800, 600 ); LiqueurSystem.GraphicsDevice.BlendState = true; LiqueurSystem.GraphicsDevice.BlendOperation = BlendOperation.AlphaBlend; vertexShader = LiqueurSystem.GraphicsDevice.CreateShader ( @"#version 120 attribute vec3 a_position; attribute vec2 a_texcoord; uniform mat4 proj; uniform mat4 modelView; varying vec2 v_texcoord; void main () { vec4 pos = vec4(a_position, 1); pos = modelView * pos; pos = proj * pos; gl_Position = pos; v_texcoord = a_texcoord; } ", ShaderType.VertexShader ); vertexShader.Option = new ShaderOption () { AttributeOrdering = new ShaderOption.AttributeOrder [] { new ShaderOption.AttributeOrder () { Name = "a_position", VertexType = FlexibleVertexFormat.PositionXYZ }, new ShaderOption.AttributeOrder () { Name = "a_texcoord", VertexType = FlexibleVertexFormat.TextureUV1 } } }; fragShader = LiqueurSystem.GraphicsDevice.CreateShader ( @"#version 120 varying vec2 v_texcoord; uniform sampler2D texture; void main () { gl_FragColor = texture2D ( texture, v_texcoord.st ); } ", ShaderType.FragmentShader ); effect = LiqueurSystem.GraphicsDevice.CreateEffect ( vertexShader, fragShader ); effect.SetArgument<Matrix4x4> ( "modelView", Matrix4x4.Identity * new Daramkun.Liqueur.Mathematics.Transforms.View ( new Vector3 ( -7, 7, 10 ), new Vector3 ( 0f, 0f, 0f ), new Vector3 ( 0, 1, 0 ) ).Matrix ); effect.SetArgument<Matrix4x4> ( "proj", new PerspectiveFieldOfViewProjection ( ( float ) Math.PI / 4, 800 / 600.0f, 0.0001f, 1000.0f ).Matrix ); vertexBuffer = LiqueurSystem.GraphicsDevice.CreateVertexBuffer<Vertex> ( FlexibleVertexFormat.PositionXY | FlexibleVertexFormat.Diffuse, new Vertex [] { new Vertex ( new Vector2 ( -5.0f, +5.0f ), new Vector2 ( 0, 1 ) ), new Vertex ( new Vector2 ( +5.0f, -5.0f ), new Vector2 ( 1, 0 ) ), new Vertex ( new Vector2 ( -5.0f, -5.0f ), new Vector2 ( 0, 0 ) ), new Vertex ( new Vector2 ( +5.0f, +5.0f ), new Vector2 ( 1, 1 ) ), } ); indexBuffer = LiqueurSystem.GraphicsDevice.CreateIndexBuffer ( new int [] { 0, 2, 1, 0, 1, 3, } ); texture = LiqueurSystem.GraphicsDevice.CreateTexture2D ( new PngDecoder ().Decode ( Assembly.GetEntryAssembly ().GetManifestResourceStream ( "Test.Windows.CSharp.temp.png" ) ) ); renderBuffer = LiqueurSystem.GraphicsDevice.CreateRenderBuffer ( 1024, 1024 ); sprite = new Sprite ( texture ); font = new LsfFont ( Assembly.GetEntryAssembly ().GetManifestResourceStream ( "Test.Windows.CSharp.temp.lsf" ) ); FpsCalculator calc = new FpsCalculator (); calc.DrawEvent += ( object sender, GameTimeEventArgs e ) => { string fpsString = string.Format ( "Update FPS: {0:0.00}\nRender FPS: {1:0.00}", calc.UpdateFPS, calc.DrawFPS ); font.DrawFont ( fpsString, Color.Black, new Vector2 ( 0, LiqueurSystem.GraphicsDevice.ScreenSize.Y - font.MeasureString ( fpsString ).Y ) ); }; Add ( calc ); base.Intro ( args ); }
public abstract void DeleteRenderbuffer(IRenderBuffer buffer);
/* -----------------------------------------Render Buffer-----------------------------------------------------------*/ public abstract void BindRenderbuffer(int target, IRenderBuffer renderBuffer);
public abstract bool IsRenderbuffer(IRenderBuffer renderBuffer);
public abstract void FramebufferRenderbuffer(int target, int attachment, int renderBufferTarget, IRenderBuffer renderBuffer);
public void BeginScene( IRenderBuffer renderBuffer = null ) { if ( renderBuffer == null || renderBuffer == GraphicsDevice.BackBuffer ) { } else { } }