Esempio n. 1
0
        protected override void DoInitialize()
        {
            base.DoInitialize();

            // Create the atomic counter buffer
            {
                const int           length = 1;
                AtomicCounterBuffer buffer = AtomicCounterBuffer.Create(typeof(uint), length, BufferUsage.DynamicCopy);
                // another way to do this:
                //uint data = 1;
                //AtomicCounterBuffer buffer = data.GenAtomicCounterBuffer(BufferUsage.DynamicCopy);
                // Reset atomic counter
                IntPtr data = buffer.MapBuffer(MapBufferAccess.WriteOnly);
                unsafe
                {
                    var array = (uint *)data.ToPointer();
                    array[0] = 0;
                }
                buffer.UnmapBuffer();

                this.atomicCounterBuffer = buffer;
            }

            {
                this.depthTestState = new DepthTestState(false);
                this.cullFaceState  = new CullFaceState(false);
            }
        }
Esempio n. 2
0
 protected override void DoInitialize()
 {
     this.buildListsRenderer.Initialize();
     this.resolve_lists.Initialize();
     {
         var texture = new Texture(TextureTarget.Texture2D,
                                   new NullImageFiller(MAX_FRAMEBUFFER_WIDTH, MAX_FRAMEBUFFER_HEIGHT, OpenGL.GL_R32UI, OpenGL.GL_RED_INTEGER, OpenGL.GL_UNSIGNED_BYTE),
                                   new SamplerParameters(TextureWrapping.Repeat, TextureWrapping.Repeat, TextureWrapping.Repeat, TextureFilter.Nearest, TextureFilter.Nearest));
         texture.Initialize();
         this.headTexture = texture;
         OpenGL.BindImageTexture(0, this.headTexture.Id, 0, true, 0, OpenGL.GL_READ_WRITE, OpenGL.GL_R32UI);
     }
     // Create buffer for clearing the head pointer texture
     //var buffer = new IndependentBuffer<uint>(BufferTarget.PixelUnpackBuffer, BufferUsage.StaticDraw, false);
     using (var buffer = new PixelUnpackBuffer <uint>(BufferUsage.StaticDraw, false))
     {
         buffer.Create(MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT);
         // NOTE: not all initial values are zero in this unmanged array.
         //unsafe
         //{
         //    var array = (uint*)buffer.Header.ToPointer();
         //    for (int i = 0; i < MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT; i++)
         //    {
         //        array[i] = 0;
         //    }
         //}
         this.headClearBufferPtr = buffer.GetBufferPtr() as PixelUnpackBufferPtr;
     }
     // Create the atomic counter buffer
     using (var buffer = new AtomicCounterBuffer <uint>(BufferUsage.DynamicCopy, false))
     {
         buffer.Create(1);
         this.atomicCountBufferPtr = buffer.GetBufferPtr() as AtomicCounterBufferPtr;
     }
     // Bind it to a texture (for use as a TBO)
     using (var buffer = new TextureBuffer <vec4>(BufferUsage.DynamicCopy, noDataCopyed: false))
     {
         buffer.Create(elementCount: MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT * 3);
         IndependentBufferPtr bufferPtr = buffer.GetBufferPtr();
         Texture texture = bufferPtr.DumpBufferTexture(OpenGL.GL_RGBA32UI, autoDispose: true);
         texture.Initialize();
         bufferPtr.Dispose();// dispose it ASAP.
         this.linkedListTexture = texture;
     }
     {
         OpenGL.BindImageTexture(1, this.linkedListTexture.Id, 0, false, 0, OpenGL.GL_WRITE_ONLY, OpenGL.GL_RGBA32UI);
     }
     OpenGL.ClearDepth(1.0f);
 }
 protected override void DoInitialize()
 {
     this.buildListsRenderer.Initialize();
     this.resolve_lists.Initialize();
     {
         var texture = new Texture(TextureTarget.Texture2D,
             new NullImageFiller(MAX_FRAMEBUFFER_WIDTH, MAX_FRAMEBUFFER_HEIGHT, OpenGL.GL_R32UI, OpenGL.GL_RED_INTEGER, OpenGL.GL_UNSIGNED_BYTE),
             new SamplerParameters(TextureWrapping.Repeat, TextureWrapping.Repeat, TextureWrapping.Repeat, TextureFilter.Nearest, TextureFilter.Nearest));
         texture.Initialize();
         this.headTexture = texture;
         OpenGL.BindImageTexture(0, this.headTexture.Id, 0, true, 0, OpenGL.GL_READ_WRITE, OpenGL.GL_R32UI);
     }
     // Create buffer for clearing the head pointer texture
     {
         const int length = MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT;
         PixelUnpackBuffer buffer = PixelUnpackBuffer.Create(typeof(uint), length, BufferUsage.StaticDraw);
         // NOTE: not all initial values are zero in this unmanged array.
         // initialize buffer's value to 0.
         //unsafe
         //{
         //    IntPtr pointer = ptr.MapBuffer(MapBufferAccess.WriteOnly);
         //    var array = (uint*)pointer.ToPointer();
         //    for (int i = 0; i < MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT; i++)
         //    {
         //        array[i] = 0;
         //    }
         //}
         // another way to initialize buffer's value to 0.
         //using (var data = new UnmanagedArray<uint>(1))
         //{
         //    data[0] = 0;
         //    ptr.ClearBufferData(OpenGL.GL_UNSIGNED_INT, OpenGL.GL_RED, OpenGL.GL_UNSIGNED_INT, data);
         //}
         this.headClearBuffer = buffer;
     }
     // Create the atomic counter buffer
     {
         const int length = 1;
         AtomicCounterBuffer buffer = AtomicCounterBuffer.Create(typeof(uint), length, BufferUsage.DynamicCopy);
         // another way to do this:
         //uint data = 1;
         //AtomicCounterBuffer buffer = data.GenAtomicCounterBuffer(BufferUsage.DynamicCopy);
         this.atomicCountBuffer = buffer;
     }
     // Bind it to a texture (for use as a TBO)
     {
         const int length = MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT * 3;
         TextureBuffer buffer = TextureBuffer.Create(typeof(vec4), length, BufferUsage.DynamicCopy);
         Texture texture = buffer.DumpBufferTexture(OpenGL.GL_RGBA32UI, autoDispose: true);
         texture.Initialize();
         buffer.Dispose();// dispose it ASAP.
         this.linkedListTexture = texture;
     }
     {
         //TextureBuffer buffer = TextureBuffer.Create()
     }
     {
         OpenGL.BindImageTexture(1, this.linkedListTexture.Id, 0, false, 0, OpenGL.GL_WRITE_ONLY, OpenGL.GL_RGBA32UI);
     }
     OpenGL.ClearDepth(1.0f);
 }
Esempio n. 4
0
 protected override void DoInitialize()
 {
     this.buildListsRenderer.Initialize();
     this.resolve_lists.Initialize();
     {
         var texture = new Texture(TextureTarget.Texture2D,
                                   new NullImageFiller(MAX_FRAMEBUFFER_WIDTH, MAX_FRAMEBUFFER_HEIGHT, OpenGL.GL_R32UI, OpenGL.GL_RED_INTEGER, OpenGL.GL_UNSIGNED_BYTE),
                                   new SamplerParameters(TextureWrapping.Repeat, TextureWrapping.Repeat, TextureWrapping.Repeat, TextureFilter.Nearest, TextureFilter.Nearest));
         texture.Initialize();
         this.headTexture = texture;
         OpenGL.BindImageTexture(0, this.headTexture.Id, 0, true, 0, OpenGL.GL_READ_WRITE, OpenGL.GL_R32UI);
     }
     // Create buffer for clearing the head pointer texture
     {
         const int         length = MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT;
         PixelUnpackBuffer buffer = PixelUnpackBuffer.Create(typeof(uint), length, BufferUsage.StaticDraw);
         // NOTE: not all initial values are zero in this unmanged array.
         // initialize buffer's value to 0.
         //unsafe
         //{
         //    IntPtr pointer = ptr.MapBuffer(MapBufferAccess.WriteOnly);
         //    var array = (uint*)pointer.ToPointer();
         //    for (int i = 0; i < MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT; i++)
         //    {
         //        array[i] = 0;
         //    }
         //}
         // another way to initialize buffer's value to 0.
         //using (var data = new UnmanagedArray<uint>(1))
         //{
         //    data[0] = 0;
         //    ptr.ClearBufferData(OpenGL.GL_UNSIGNED_INT, OpenGL.GL_RED, OpenGL.GL_UNSIGNED_INT, data);
         //}
         this.headClearBuffer = buffer;
     }
     // Create the atomic counter buffer
     {
         const int           length = 1;
         AtomicCounterBuffer buffer = AtomicCounterBuffer.Create(typeof(uint), length, BufferUsage.DynamicCopy);
         // another way to do this:
         //uint data = 1;
         //AtomicCounterBuffer buffer = data.GenAtomicCounterBuffer(BufferUsage.DynamicCopy);
         this.atomicCountBuffer = buffer;
     }
     // Bind it to a texture (for use as a TBO)
     {
         const int     length  = MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT * 3;
         TextureBuffer buffer  = TextureBuffer.Create(typeof(vec4), length, BufferUsage.DynamicCopy);
         Texture       texture = buffer.DumpBufferTexture(OpenGL.GL_RGBA32UI, autoDispose: true);
         texture.Initialize();
         buffer.Dispose();// dispose it ASAP.
         this.linkedListTexture = texture;
     }
     {
         //TextureBuffer buffer = TextureBuffer.Create()
     }
     {
         OpenGL.BindImageTexture(1, this.linkedListTexture.Id, 0, false, 0, OpenGL.GL_WRITE_ONLY, OpenGL.GL_RGBA32UI);
     }
     OpenGL.ClearDepth(1.0f);
 }