Example #1
0
 /// <summary>
 /// Allocate this RenderBuffer.
 /// </summary>
 /// <param name="ctx">
 /// A <see cref="GraphicsContext"/> used for allocation.
 /// </param>
 /// <param name="w">
 /// A <see cref="Int32"/> that specify the width of the renderbuffer.
 /// </param>
 /// <param name="h">
 /// A <see cref="Int32"/> that specify the height of the renderbuffer.
 /// </param>
 public void Allocate(GraphicsContext ctx, uint w, uint h)
 {
     // Allocate buffer
     Gl.BindRenderbuffer(Gl.RENDERBUFFER, ObjectName);
     // Define buffer storage
     Gl.RenderbufferStorage(Gl.RENDERBUFFER, Pixel.GetGlInternalFormat(_InternalFormat, ctx), (int)w, (int)h);
 }
Example #2
0
        /// <summary>
        /// Actually create this GraphicsResource resources.
        /// </summary>
        /// <param name="ctx">
        /// A <see cref="GraphicsContext"/> used for allocating resources.
        /// </param>
        protected override void CreateObject(GraphicsContext ctx)
        {
            int currentBinding;

            Gl.Get(Gl.RENDERBUFFER_BINDING, out currentBinding);
            Gl.BindRenderbuffer(Gl.RENDERBUFFER, ObjectName);

            // Define buffer storage
            Gl.RenderbufferStorage(Gl.RENDERBUFFER, Pixel.GetGlInternalFormat(_InternalFormat, ctx), (int)_Width, (int)_Height);
            // Restore previous RenderBuffer binding
            Gl.BindRenderbuffer(Gl.RENDERBUFFER, (uint)currentBinding);
        }
Example #3
0
        /// <summary>
        /// Creates a framebuffer object and its associated resources (depth and pbuffers).
        /// </summary>
        /// <param name="Size">Specifies the size (in pixels) of the framebuffer and it's associated buffers.</param>
        /// <param name="Attachments">Specifies the attachments to use for the frame buffer.</param>
        /// <param name="Format">Specifies the internal pixel format for the frame buffer.</param>
        /// <param name="Mipmaps">Specified whether to build mipmaps after the frame buffer is unbound.</param>
        public FBO(Size Size, FramebufferAttachment[] Attachments, PixelInternalFormat Format, bool Mipmaps)
        {
            this.Size        = Size;
            this.Attachments = Attachments;
            this.Format      = Format;
            this.mipmaps     = Mipmaps;

            // First create the framebuffer
            BufferID = Gl.GenFramebuffer();
            Gl.BindFramebuffer(FramebufferTarget.Framebuffer, BufferID);

            if (Attachments.Length == 1 && Attachments[0] == FramebufferAttachment.DepthAttachment)
            {
                TextureID = new uint[] { Gl.GenTexture() };
                Gl.BindTexture(TextureTarget.Texture2D, TextureID[0]);

                Gl.TexImage2D(TextureTarget.Texture2D, 0, Format, Size.Width, Size.Height, 0, PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero);
                Gl.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, TextureParameter.Nearest);
                Gl.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, TextureParameter.Nearest);
                Gl.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, TextureParameter.ClampToEdge);
                Gl.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, TextureParameter.ClampToEdge);

                Gl.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, TextureID[0], 0);
                Gl.DrawBuffer(DrawBufferMode.None);
                Gl.ReadBuffer(ReadBufferMode.None);
            }
            else
            {
                // Create and attach a 24-bit depth buffer to the framebuffer
                DepthID = Gl.GenRenderbuffer();
                Gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, DepthID);
                Gl.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent24, Size.Width, Size.Height);

                // Create n texture buffers (known by the number of attachments)
                TextureID = new uint[Attachments.Length];
                Gl.GenTextures(Attachments.Length, TextureID);

                // Bind the n texture buffers to the framebuffer
                for (int i = 0; i < Attachments.Length; i++)
                {
                    Gl.BindTexture(TextureTarget.Texture2D, TextureID[i]);
                    Gl.TexImage2D(TextureTarget.Texture2D, 0, Format, Size.Width, Size.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
                    if (Mipmaps)
                    {
                        Gl.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, TextureParameter.Linear);
                        Gl.TexParameteri(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, TextureParameter.LinearMipMapLinear);
                        Gl.GenerateMipmap(GenerateMipmapTarget.Texture2D);
                    }
                    Gl.FramebufferTexture(FramebufferTarget.Framebuffer, Attachments[i], TextureID[i], 0);
                }

                // Build the framebuffer and check for errors
                Gl.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, DepthID);
            }

            FramebufferErrorCode status = Gl.CheckFramebufferStatus(FramebufferTarget.Framebuffer);

            if (status != FramebufferErrorCode.FramebufferComplete)
            {
                Console.WriteLine("Frame buffer did not compile correctly.  Returned {0}, glError: {1}", status.ToString(), Gl.GetError().ToString());
            }

            Gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
        }