Exemple #1
0
 public CharRenderBuffer(IRenderBuffer <GenericVector <T> > targetBuffer)
 {
     _targetBuffer       = targetBuffer;
     _targetBufferPixels = targetBuffer.GetRenderBuffer();
     _colorChars         = new char[_targetBufferPixels.Length];
 }
Exemple #2
0
 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 );
     }
 }
Exemple #3
0
 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 );
            }
Exemple #6
0
 public abstract void DeleteRenderbuffer(IRenderBuffer buffer);
Exemple #7
0
 /* -----------------------------------------Render Buffer-----------------------------------------------------------*/
 public abstract void BindRenderbuffer(int target, IRenderBuffer renderBuffer);
Exemple #8
0
 public abstract bool IsRenderbuffer(IRenderBuffer renderBuffer);
Exemple #9
0
 public abstract void FramebufferRenderbuffer(int target, int attachment, int renderBufferTarget,
                                     IRenderBuffer renderBuffer);
Exemple #10
0
        public void BeginScene( IRenderBuffer renderBuffer = null )
        {
            if ( renderBuffer == null || renderBuffer == GraphicsDevice.BackBuffer )
            {

            }
            else
            {

            }
        }