Example #1
0
        public override void Render()
        {
            Framebuffer.BindWithDrawBuffers(Framebuffer);

            GL.Enable(EnableCap.DepthTest);

            var shader = Resources.Find <Shader>("Debug");

            Shader.SetShader(shader);

            //CameraLoop

            /*foreach(var cameraEntity in renderFrame.World.ReadEntities()) {
             *      if(!cameraEntity.Has<Camera>()) {
             *              continue;
             *      }
             *
             *      var camera = cameraEntity.Get<Camera>();
             *      var viewport = GetViewport(camera);
             *
             *      GL.Viewport(viewport.x, viewport.y, viewport.width, viewport.height);
             *
             *      var viewProj = camera.ViewMatrix * camera.ProjectionMatrix;
             *
             *      Shader.UniformMatrix4(shader.GetUniformLocation("viewProj"), ref viewProj);
             *
             *      Debug.FlushRendering();
             * }*/

            Shader.SetShader(null);
            GL.Disable(EnableCap.DepthTest);

            Framebuffer.Bind(null);
        }
Example #2
0
        private static void ParseJsonFramebuffers(Json jsonSettings, List <Framebuffer> framebuffers)
        {
            //Framebuffers
            foreach (var fbPair in jsonSettings.framebuffers)
            {
                string fbName = fbPair.Key;
                var    fb     = fbPair.Value;

                var framebuffer = Framebuffer.Create(fbName);

                Framebuffer.Bind(framebuffer);

                foreach (var texPair in fb.textures)
                {
                    //bool noWrite = false;
                    string texName = texPair.Key;
                    var    tex     = texPair.Value;

                    switch (tex.type)
                    {
                    case TextureAttachmentType.Color:
                        break;

                    case TextureAttachmentType.Depth:
                        //noWrite = true;
                        break;

                    case TextureAttachmentType.DepthStencil: {
                        framebuffer.AttachRenderbuffer(new Renderbuffer(texName, RenderbufferStorage.Depth24Stencil8), FramebufferAttachment.DepthStencilAttachment);
                        continue;
                    }

                    default:
                        throw new NotImplementedException();
                    }

                    framebuffer.AttachRenderTexture(new RenderTexture(texName, Screen.Width, Screen.Height, textureFormat: tex.format));

                    Rendering.CheckFramebufferStatus();
                }

                framebuffers.Add(framebuffer);
            }
        }