public void Begin(bool clear = true) { if (started) { throw new InvalidOperationException("Already started"); } DrawState.FlushRenderer(); validate(); previousViewport = DrawState.Viewport; GL.GetInteger(GetPName.FramebufferBinding, out previousFrameBufferId); GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBufferId); GL.DrawBuffer(DrawBufferMode.ColorAttachment0); DrawState.CheckError("binding fbo"); DrawState.Viewport = new Rectangle(0, 0, width, height); if (clear) { // XXX need GL.DepthMask(true); to clear depth, but setting it here may cause issues with renderstate cache GL.ClearColor(0, 0, 0, 0); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); } started = true; }
public void Draw(Vector3 start, Vector3 end, Color4 color) { if (!rendering) { throw new InvalidOperationException("Not rendering"); } if (linesInBatch == maxLinesPerBatch) { DrawState.FlushRenderer(true); } var linePrimitive = default(LinePrimitive); linePrimitive.x1 = start.X; linePrimitive.y1 = start.Y; linePrimitive.z1 = start.Z; linePrimitive.x2 = end.X; linePrimitive.y2 = end.Y; linePrimitive.z2 = end.Z; linePrimitive.color1 = linePrimitive.color2 = color.ToRgba(); lineArray[linesInBatch] = linePrimitive; RenderedSpriteCount++; linesInBatch++; }
public void Begin(bool clear = true) { if (started) { throw new InvalidOperationException("Already started"); } DrawState.FlushRenderer(); if (!initialized) { initialize(); } previousViewport = DrawState.Viewport; GL.GetInteger(GetPName.FramebufferBinding, out previousFrameBufferId); GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBufferId); if (renderTextures.Length == 1) { GL.DrawBuffer(DrawBufferMode.ColorAttachment0); } else if (renderTextures.Length > 1) { var buffers = new DrawBuffersEnum[renderTextures.Length]; for (int i = 0, size = renderTextures.Length; i < size; i++) { Debug.Assert(DrawBuffersEnum.ColorAttachment0 + i <= DrawBuffersEnum.ColorAttachment15); buffers[i] = DrawBuffersEnum.ColorAttachment0 + i; } GL.DrawBuffers(buffers.Length, buffers); } DrawState.CheckError("binding fbo"); DrawState.Viewport = new Rectangle(0, 0, width, height); if (clear) { GL.ClearColor(0, 0, 0, 0); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); } started = true; }
public void End() { if (!started) { throw new InvalidOperationException("Not started"); } DrawState.FlushRenderer(); GL.GetInteger(GetPName.FramebufferBinding, out int currentFrameBufferId); if (currentFrameBufferId != frameBufferId) { throw new InvalidOperationException("Invalid current frame buffer"); } DrawState.Viewport = previousViewport; GL.BindFramebuffer(FramebufferTarget.Framebuffer, previousFrameBufferId); started = false; }
public void Draw(Texture2dRegion texture, float x, float y, float originX, float originY, float scaleX, float scaleY, float rotation, Color4 color, float textureX0, float textureY0, float textureX1, float textureY1) { if (!rendering) { throw new InvalidOperationException("Not rendering"); } if (texture == null) { throw new ArgumentNullException(nameof(texture)); } if (currentTexture != texture.BindableTexture) { DrawState.FlushRenderer(); currentTexture = texture.BindableTexture; } else if (spritesInBatch == maxSpritesPerBatch) { DrawState.FlushRenderer(true); } var width = textureX1 - textureX0; var height = textureY1 - textureY0; float fx = -originX; float fy = -originY; float fx2 = width - originX; float fy2 = height - originY; var flipX = false; var flipY = false; if (scaleX != 1 || scaleY != 1) { flipX = scaleX < 0; flipY = scaleY < 0; var absScaleX = flipX ? -scaleX : scaleX; var absScaleY = flipY ? -scaleY : scaleY; fx *= absScaleX; fy *= absScaleY; fx2 *= absScaleX; fy2 *= absScaleY; } float p1x = fx; float p1y = fy; float p2x = fx; float p2y = fy2; float p3x = fx2; float p3y = fy2; float p4x = fx2; float p4y = fy; float x1; float y1; float x2; float y2; float x3; float y3; float x4; float y4; if (rotation != 0) { var cos = (float)Math.Cos(rotation); var sin = (float)Math.Sin(rotation); x1 = cos * p1x - sin * p1y; y1 = sin * p1x + cos * p1y; x2 = cos * p2x - sin * p2y; y2 = sin * p2x + cos * p2y; x3 = cos * p3x - sin * p3y; y3 = sin * p3x + cos * p3y; x4 = x1 + (x3 - x2); y4 = y3 - (y2 - y1); } else { x1 = p1x; y1 = p1y; x2 = p2x; y2 = p2y; x3 = p3x; y3 = p3y; x4 = p4x; y4 = p4y; } var spritePrimitive = default(SpritePrimitive); spritePrimitive.x1 = x1 + x; spritePrimitive.y1 = y1 + y; spritePrimitive.x2 = x2 + x; spritePrimitive.y2 = y2 + y; spritePrimitive.x3 = x3 + x; spritePrimitive.y3 = y3 + y; spritePrimitive.x4 = x4 + x; spritePrimitive.y4 = y4 + y; var textureUvBounds = texture.UvBounds; var textureUvRatio = texture.UvRatio; var textureU0 = textureUvBounds.Left + textureX0 * textureUvRatio.X; var textureV0 = textureUvBounds.Top + textureY0 * textureUvRatio.Y; var textureU1 = textureUvBounds.Left + textureX1 * textureUvRatio.X; var textureV1 = textureUvBounds.Top + textureY1 * textureUvRatio.Y; float u0, v0, u1, v1; if (flipX) { u0 = textureU1; u1 = textureU0; } else { u0 = textureU0; u1 = textureU1; } if (flipY) { v0 = textureV1; v1 = textureV0; } else { v0 = textureV0; v1 = textureV1; } spritePrimitive.u1 = u0; spritePrimitive.v1 = v0; spritePrimitive.u2 = u0; spritePrimitive.v2 = v1; spritePrimitive.u3 = u1; spritePrimitive.v3 = v1; spritePrimitive.u4 = u1; spritePrimitive.v4 = v0; spritePrimitive.color1 = spritePrimitive.color2 = spritePrimitive.color3 = spritePrimitive.color4 = color.ToRgba(); spriteArray[spritesInBatch] = spritePrimitive; RenderedSpriteCount++; spritesInBatch++; }