Esempio n. 1
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        public static void ReleaseAll()
        {
            if (temp != null)
            {
                temp.Release();
                temp = null;
            }

            if (colorBuff != null)
            {
                colorBuff.Release();
                colorBuff = null;
            }

            if (renderQuad != null)
            {
                renderQuad.Release();
                renderQuad = null;
            }

            if (renderBuff != null)
            {
                renderBuff.Release();
                renderBuff = null;
            }

            if (frameBuff != null)
            {
                frameBuff.Release();
                frameBuff = null;
            }
        }
Esempio n. 2
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        public void Complete()
        {
            if (frameBuff != null)
            {
                GLFrameBuffer.Unbind();
            }

            //need to re-enable the ones we disabled
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.Blend);
        }
Esempio n. 3
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        public virtual void Complete()
        {
            if (frameBuff != null)
            {
                GLFrameBuffer.Unbind();
            }

            //need to re-enable the ones we disabled
            IGL.Primary.Enable((int)EnableCap.DepthTest);
            IGL.Primary.Enable((int)EnableCap.CullFace);
            IGL.Primary.Enable((int)EnableCap.Blend);
        }
Esempio n. 4
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        public void Process(int width, int height, GLTextuer2D output)
        {
            CreateBuffersIfNeeded();

            if (Mesh != null)
            {
                //bind our depth framebuffer
                frameBuff.Bind();
                IGL.Primary.Viewport(0, 0, width, height);
                IGL.Primary.ClearColor(0, 0, 0, 0);
                IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);
                IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);

                //draw in depth
                Mesh.DrawForDepth();

                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();

                Blit(output, width, height);

                GLFrameBuffer.Unbind();
            }

            base.Process(width, height, output, output);

            if (shader != null)
            {
                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);

                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                output.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();
                Blit(output, width, height);
            }
        }
Esempio n. 5
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        protected void CreateBuffersIfNeeded()
        {
            if (resizeProcessor == null)
            {
                resizeProcessor = new PreviewProcessor();
            }
            if (renderBuff == null)
            {
                renderBuff = new GLRenderBuffer();
                renderBuff.Bind();
                renderBuff.SetBufferStorageAsDepth(4096, 4096);
                Console.WriteLine("render buff id: " + renderBuff.Id);
                GLRenderBuffer.Unbind();
            }
            if (colorBuff == null)
            {
                //colorbuff part of the framebuffer is always Rgba32f to support all texture formats
                //that could be rendered into it
                colorBuff = new GLTextuer2D(PixelInternalFormat.Rgba32f);
                colorBuff.Bind();
                colorBuff.SetData(new float[0], PixelFormat.Rgba, 4096, 4096);
                colorBuff.SetFilter((int)TextureMinFilter.Linear, (int)TextureMagFilter.Linear);
                Console.WriteLine("color buff id: " + colorBuff.Id);
                GLTextuer2D.Unbind();
            }
            if (frameBuff == null)
            {
                frameBuff = new GLFrameBuffer();
                Console.WriteLine("frame buff id: " + frameBuff.Id);
                frameBuff.Bind();
                frameBuff.AttachColor(colorBuff);
                frameBuff.AttachDepth(renderBuff);
                GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
                GL.ReadBuffer(ReadBufferMode.ColorAttachment0);

                if (!frameBuff.IsValid)
                {
                    var status = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
                    Console.WriteLine("Framebuffer not complete!!! with status: " + status);
                    GLFrameBuffer.Unbind();
                    return;
                }

                GLFrameBuffer.Unbind();
            }
        }
Esempio n. 6
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        protected void CreateBuffersIfNeeded()
        {
            if (resizeProcessor == null)
            {
                resizeProcessor = new PreviewProcessor();
            }
            if (renderBuff == null)
            {
                renderBuff = new GLRenderBuffer();
                renderBuff.Bind();
                renderBuff.SetBufferStorageAsDepth(4096, 4096);
                GLRenderBuffer.Unbind();
            }
            if (colorBuff == null)
            {
                //colorbuff part of the framebuffer is always Rgba32f to support all texture formats
                //that could be rendered into it
                colorBuff = new GLTextuer2D(PixelInternalFormat.Rgba32f);
                colorBuff.Bind();
                colorBuff.SetData(IntPtr.Zero, PixelFormat.Rgba, 4096, 4096);
                colorBuff.Nearest();
                colorBuff.Repeat();
                GLTextuer2D.Unbind();
            }
            if (frameBuff == null)
            {
                frameBuff = new GLFrameBuffer();
                frameBuff.Bind();
                frameBuff.AttachColor(colorBuff);
                frameBuff.AttachDepth(renderBuff);
                IGL.Primary.DrawBuffers(new int[] { (int)DrawBufferMode.ColorAttachment0 });
                IGL.Primary.ReadBuffer((int)ReadBufferMode.ColorAttachment0);

                if (!frameBuff.IsValid)
                {
                    var status = IGL.Primary.CheckFramebufferStatus((int)FramebufferTarget.Framebuffer);
                    GLFrameBuffer.Unbind();
                    return;
                }

                GLFrameBuffer.Unbind();
            }
        }
Esempio n. 7
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        public override void Render(GLTextuer2D[] inputs, out GLTextuer2D[] outputs)
        {
            outputs = color;

            if (Meshes == null)
            {
                return;
            }

            frame.Bind();
            IGL.Primary.DrawBuffers(new int[] { (int)DrawBuffersEnum.ColorAttachment0, (int)DrawBuffersEnum.ColorAttachment1 });
            IGL.Primary.Viewport(0, 0, width, height);
            IGL.Primary.ClearColor(0, 0, 0, 0);
            IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);
            IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);
            for (int i = 0; i < Meshes.Length; ++i)
            {
                Meshes[i].Draw();
            }
            GLFrameBuffer.Unbind();
        }
Esempio n. 8
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        protected void Blit(GLTextuer2D output, int width, int height)
        {
            if (temp == null)
            {
                temp = new GLFrameBuffer();
            }
            temp.Bind();
            temp.BindRead();
            temp.AttachColor(colorBuff, 0);
            IGL.Primary.ReadBuffer((int)ReadBufferMode.ColorAttachment0);
            temp.AttachColor(output, 1);
            IGL.Primary.DrawBuffers(new int[] { (int)DrawBufferMode.ColorAttachment1 });

            if (!temp.IsValid)
            {
                Log.Error("Frame buff is invalid on blit:\r\n" + Environment.StackTrace);
            }

            IGL.Primary.BlitFramebuffer(0, 0, width, height, 0, 0, width, height, (int)ClearBufferMask.ColorBufferBit, (int)BlitFramebufferFilter.Linear);
            GLFrameBuffer.UnbindRead();
            GLFrameBuffer.Unbind();
            frameBuff.Bind();
        }
Esempio n. 9
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        public BasePass(MeshRenderer[] m, int w, int h)
        {
            Meshes = m;

            color = new GLTextuer2D[2];

            width  = w;
            height = h;

            for (int i = 0; i < color.Length; i++)
            {
                color[i] = new GLTextuer2D(PixelInternalFormat.Rgba16f);
                color[i].Bind();
                color[i].SetData(IntPtr.Zero, PixelFormat.Rgba, w, h);
                color[i].Linear();
                color[i].ClampToEdge();
                GLTextuer2D.Unbind();
            }

            depth = new GLRenderBuffer();
            depth.Bind();
            depth.SetBufferStorageAsDepth(w, h);
            GLRenderBuffer.Unbind();

            frame = new GLFrameBuffer();
            frame.Bind();
            frame.AttachColor(color[0], 0);
            frame.AttachColor(color[1], 1);
            frame.AttachDepth(depth);

            if (!frame.IsValid)
            {
                Log.Error("Invalid frame buffer");
            }

            GLFrameBuffer.Unbind();
        }
Esempio n. 10
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        public override void Release()
        {
            if (frame != null)
            {
                frame.Release();
                frame = null;
            }

            if (depth != null)
            {
                depth.Release();
                depth = null;
            }

            if (color != null)
            {
                for (int i = 0; i < color.Length; ++i)
                {
                    color[i].Release();
                }

                color = null;
            }
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            var ext = GLStatics.Extensions();

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 1000f;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };

            items.Add(new GLColorShaderWorld(), "COSW");
            items.Add(new GLColorShaderObjectTranslation(), "COSOT");

            items.Add(new GLTexturedShaderObjectTranslation(), "TEXOT");

            {
                Bitmap bmp       = new Bitmap(Properties.Resources.dotted2); // demo argb copy
                byte[] argbbytes = bmp.GetARGBBytes();
                Bitmap copy      = GLOFC.Utils.BitMapHelpers.CreateBitmapFromARGBBytes(bmp.Width, bmp.Height, argbbytes);
                var    tex       = new GLTexture2D(copy, SizedInternalFormat.Rgba8);
                items.Add(tex, "dotted2");
                Bitmap bmp2 = tex.GetBitmap(inverty: false);
                bmp2.Save(@"c:\code\dotted2.bmp");
            }

            #region coloured lines

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(5);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.White, Color.Red, Color.DarkRed, Color.DarkRed })
                             );

                GLRenderState lines2 = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Orange, Color.Blue, Color.DarkRed, Color.DarkRed }));
            }
            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );
            }

            #endregion

            #region Coloured triangles
            if (true)
            {
                GLRenderState rc = GLRenderState.Tri();
                rc.CullFace = false;

                rObjects.Add(items.Shader("COSOT"), "scopen",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 3, 20))
                                                                  ));
            }

            #endregion

            #region Matrix Calc Uniform

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");     // def binding of 0

            #endregion

            #region FB

            GLTexture2D ctex = new GLTexture2D();
            items.Add(ctex, "drawnbitmap");

            if (true)
            {
                int width = 1024, height = 768;

                // set up FB
                // NOTE: things end up inverted in Y in the texture, this is because textures are bottom up structures - seems the internet agrees

                GLFrameBuffer fb = new GLFrameBuffer();

                // attach a texture to draw to
                ctex.CreateOrUpdateTexture(width, height, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, 1);
                ctex.SetMinMagLinear();
                fb.AttachColor(ctex, 0, 0);

                GLRenderBuffer rb = new GLRenderBuffer();
                items.Add(rb);
                rb.Allocate(RenderbufferStorage.DepthComponent32f, ctex.Width, ctex.Height);
                fb.AttachDepth(rb);

                // bind Framebuffer to system for it to be the target to draw to, with a default back colour
                fb.BindColor(new OpenTK.Graphics.Color4(40, 40, 40, 255));

                GLMatrixCalc mc = new GLMatrixCalc();
                mc.PerspectiveNearZDistance = 1f;
                mc.PerspectiveFarZDistance  = 1000f;
                mc.ResizeViewPort(this, new Size(ctex.Width, ctex.Height));
                Vector3 lookat    = new Vector3(0, 0, 0);
                Vector2 camerapos = new Vector2(110f, 0);
                mc.CalculateModelMatrix(lookat, camerapos, 20F, 0);
                mc.CalculateProjectionMatrix();

                ((GLMatrixCalcUniformBlock)items.UB("MCUB")).SetFull(mc);

                var renderState = GLRenderState.Start();

                Vector4[] p = new Vector4[4];

                int size   = 64;
                int offset = 10;
                p[0] = new Vector4(offset, offset, 0, 1);               // topleft - correct winding for our system. For dotted, red/blue at top as dots
                p[1] = new Vector4(offset, offset + size, 0, 1);        // bottomleft
                p[2] = new Vector4(offset + size, offset, 0, 1);        // topright
                p[3] = new Vector4(offset + size, offset + size, 0, 1); // botright

                items.Add(new GLDirect(), "fbds1");

                GLRenderState       rts = GLRenderState.Tri();
                GLRenderDataTexture rdt = new GLRenderDataTexture(items.Tex("dotted2"));
                var ri = GLRenderableItem.CreateVector4(items, PrimitiveType.TriangleStrip, rts, p, rdt);
                ri.Execute(items.Shader("fbds1"), renderState, mc);

                GLRenderState lines = GLRenderState.Lines(1);

                var l1 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                              new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed });

                l1.Execute(items.Shader("COSW"), renderState, mc);

                var l2 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                              new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed });

                l2.Execute(items.Shader("COSW"), renderState, mc);

                var l3 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21),
                                                              new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange });

                l3.Execute(items.Shader("COSW"), renderState, mc);
                var l4 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21),
                                                              new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange });
                l4.Execute(items.Shader("COSW"), renderState, mc);

                GLRenderState rc = GLRenderState.Tri();
                rc.CullFace = false;
                var ri2 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                               GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                               new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                               new GLRenderDataTranslationRotation(new Vector3(10, 3, 20)));
                ri2.Execute(items.Shader("COSOT"), renderState, mc);

                GLRenderState rq = GLRenderState.Quads();

                var ri3 = GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rq,
                                                                GLShapeObjectFactory.CreateQuad(5f, 5f, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(10, 0, 0)));

                ri3.Execute(items.Shader("TEXOT"), renderState, mc);

                GLFrameBuffer.UnBind();
                gl3dcontroller.MatrixCalc.SetViewPort();        // restore the view port

                byte[] texdatab = ctex.GetTextureImageAs <byte>(OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, 0, true);
                Bitmap bmp      = GLOFC.Utils.BitMapHelpers.CreateBitmapFromARGBBytes(ctex.Width, ctex.Height, texdatab);
                bmp.Save(@"c:\code\out.bmp");
            }

            #endregion


            if (true)
            {
                Vector4[] p = new Vector4[4];

                int size   = 128;
                int offset = 10;
                p[0] = new Vector4(offset, offset, 0, 1);               // topleft - correct winding for our system. For dotted, red/blue at top as dots
                p[1] = new Vector4(offset, offset + size, 0, 1);        // bottomleft
                p[2] = new Vector4(offset + size, offset, 0, 1);        // topright
                p[3] = new Vector4(offset + size, offset + size, 0, 1); // botright

                items.Add(new GLDirect(), "ds1");

                GLRenderState       rts = GLRenderState.Tri();
                GLRenderDataTexture rdt = new GLRenderDataTexture(items.Tex("dotted2"));

                rObjects.Add(items.Shader("ds1"), "ds1", GLRenderableItem.CreateVector4(items, PrimitiveType.TriangleStrip, rts, p, rdt));
            }

            if (true)
            {
                GLRenderState rq = GLRenderState.Quads();

                float width  = 20F;
                float height = 20F / ctex.Width * ctex.Height;

                // TexQuadInv corrects for the inverted FB texture
                rObjects.Add(items.Shader("TEXOT"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(width, height, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCCW,
                                                                   new GLRenderDataTranslationRotationTexture(ctex, new Vector3(-15, 0, 10))
                                                                   ));
            }

            if (true)
            {
                GLRenderState rq = GLRenderState.Quads();
                rObjects.Add(items.Shader("TEXOT"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(5f, 5f, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(10, 0, 0))
                                                                   ));
            }


            dataoutbuffer = items.NewStorageBlock(5);
            dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead);    // 32 vec4 back
        }