public void Init(int w, int h) { FinalFB = new FrameBufferColor(w, h); FB = new FrameBufferColorMRT(5, w, h, Texture.TextureFormat.RGB16F); W = w; H = h; }
public override void Init( ) { BFX = new VEOutLine( ); DFB = new FrameBufferColor(App.AppInfo.W, App.AppInfo.H); QFX = new VEQuadR( ); QCT = new VECombineTex( ); NeedsPostRender = true; }
public PostProcessRender(int w, int h) { IW = w; IH = h; RBuf = new FrameBufferColor(w, h); FB = new FrameBufferColor(w, h); FB2 = new FrameBufferColor(w, h); QFX = new VEQuadR(); GenQuad(); }
public void Render() { // GL.Disable(EnableCap.Blend); Active = this; RBuf.Bind(); GL.ClearColor(0, 0, 0, 1); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Scene.Render(); RBuf.Release(); GL.Disable(EnableCap.Blend); FB.Bind(); GL.ClearColor(0, 0, 0, 1); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Scene.Render(); FB.Release(); GL.Disable(EnableCap.Blend); PBuf = RBuf; //GL.DrawBuffer(DrawBufferMode.Back); foreach (VPostProcess p in Processes) { //FB2.Bind ( ); p.Bind(FB.BB); FB2.Bind(); p.Render(FB.BB); FB2.Release(); p.Release(FB.BB); FrameBufferColor ob = null; if (p.NeedsPostRender) { p.PostBind(FB2.BB); ob = FB; FB = FB2; FB2 = ob; FB2.Bind(); p.PostRender(FB.BB); FB2.Release(); FB2.Release(); } ob = FB; FB = FB2; FB2 = ob; //PBuf = FB; } // GL.Viewport(0, 0, 1024, 768); GL.Disable(EnableCap.Blend); GL.ClearColor(1.0f, 0.8f, 0.8f, 0.8f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); DrawQuad(); }
public FrameType( ) { Regenerate = true; FrameWidth = App.AppInfo.W; FrameHeight = App.AppInfo.H; FrameBuffer = new FrameBufferColor(FrameWidth, FrameHeight); QuadFX = new PostProcess.VEQuadR( ); GenQuad( ); TexBind = new List <FrameType> ( ); //FrameBuffer }
public FrameType(Texture.TextureFormat format = Texture.TextureFormat.Normal) { Regenerate = true; FrameWidth = FW; FrameHeight = FH; FrameBuffer = new FrameBufferColor(FrameWidth, FrameHeight, format); QuadFX = new PostProcess.VEQuadR(); GenQuad(); TexBind = new List <FrameType>(); //FrameBuffer }
private void Init(int w, int h) { DiffuseFB = new FrameBufferColor(w, w); NormalFB = new FrameBufferColor(w, h); SpecFB = new FrameBufferColor(w, h); PositionFB = new FrameBufferColor(w, h); NormalsFB = new FrameBufferColor(w, h); FinalFB = new FrameBufferColor(w, h); W = w; H = h; }
public EditMapState(string name) { MapName = name; EditFB = new FrameBufferColor(1024, 1024); }