コード例 #1
0
ファイル: EAGLLayer.cs プロジェクト: ysmadhav/ios-samples
        void SetupBuffers()
        {
            GL.Disable(EnableCap.DepthTest);

            GL.EnableVertexAttribArray((int)AttributeIndex.Vertex);
            GL.VertexAttribPointer((int)AttributeIndex.Vertex, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), 0);

            GL.EnableVertexAttribArray((int)AttributeIndex.TextureCoordinates);
            GL.VertexAttribPointer((int)AttributeIndex.TextureCoordinates, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), 0);

            GL.GenFramebuffers(1, out frameBufferHandle);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBufferHandle);

            GL.GenRenderbuffers(1, out colorBufferHandle);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, colorBufferHandle);

            context.RenderBufferStorage((int)RenderbufferTarget.Renderbuffer, this);
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferWidth, out backingWidth);
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferHeight, out backingHeight);

            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0, RenderbufferTarget.Renderbuffer, colorBufferHandle);

            if (GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != FramebufferErrorCode.FramebufferComplete)
            {
                Console.WriteLine("Failed to make complete framebuffer object");
            }
        }
コード例 #2
0
ファイル: SKGLLayer.cs プロジェクト: tro476/SkiaSharp
        private void PrepareGLContexts()
        {
            // create GL context
            glContext = new EAGLContext(EAGLRenderingAPI.OpenGLES2);
            EAGLContext.SetCurrentContext(glContext);

            // create render buffer
            Gles.glGenRenderbuffers(1, ref renderBuffer);
            Gles.glBindRenderbuffer(Gles.GL_RENDERBUFFER, renderBuffer);
            glContext.RenderBufferStorage(Gles.GL_RENDERBUFFER, this);

            // create frame buffer
            Gles.glGenFramebuffers(1, ref framebuffer);
            Gles.glBindFramebuffer(Gles.GL_FRAMEBUFFER, framebuffer);
            Gles.glFramebufferRenderbuffer(Gles.GL_FRAMEBUFFER, Gles.GL_COLOR_ATTACHMENT0, Gles.GL_RENDERBUFFER, renderBuffer);

            // get the bits for SkiaSharp
            var glInterface = GRGlInterface.Create();

            context = GRContext.CreateGl(glInterface);

            // finished
            EAGLContext.SetCurrentContext(null);

            recreateSurface = true;
        }
コード例 #3
0
ファイル: iOSXenkoView.cs プロジェクト: wingyplus/xenko
        public override void LayoutSubviews()
        {
            // ISSUE: reference to a compiler-generated method
            base.LayoutSubviews();
            if (GraphicsContext == null)
            {
                return;
            }
            var bounds = Bounds;

            if (Math.Round(bounds.Width) == Size.Width && Math.Round(bounds.Height) == Size.Height)
            {
                return;
            }

            if (!GraphicsContext.IsCurrent)
            {
                MakeCurrent();
            }

            Size = new Size((int)bounds.Width, (int)bounds.Height);

            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderBuffer);
            if (!EAGLContext.RenderBufferStorage((uint)RenderbufferTarget.Renderbuffer, (CAEAGLLayer)Layer))
            {
                throw new InvalidOperationException("Error with RenderbufferStorage()!");
            }

            GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, RenderbufferTarget.Renderbuffer, frameBuffer);
        }
コード例 #4
0
        private void CreateFrameBuffer(CAEAGLLayer eaglLayer)
        {
            int oldRenderbuffer = 1;

            gl.GetInteger(All.RenderbufferBindingOes, out oldRenderbuffer);

            gl.GenRenderbuffers(1, out renderbuffer);
            gl.BindRenderbuffer(All.RenderbufferOes, renderbuffer);

            if (!EAGLContext.RenderBufferStorage((uint)All.RenderbufferOes, eaglLayer))
            {
                gl.DeleteRenderbuffers(1, ref renderbuffer);
                renderbuffer = 0;
                gl.BindRenderbuffer(All.RenderbufferBindingOes, oldRenderbuffer);
                throw new InvalidOperationException("Error with EAGLContext.RenderBufferStorage!");
            }

            gl.BindFramebuffer(All.FramebufferOes, framebuffer);
            gl.FramebufferRenderbuffer(All.FramebufferOes, All.ColorAttachment0Oes, All.RenderbufferOes, renderbuffer);

            Size newSize = new Size(
                (int)Math.Round(eaglLayer.Bounds.Size.Width),
                (int)Math.Round(eaglLayer.Bounds.Size.Height));

            Size = newSize;

            gl.Viewport(0, 0, newSize.Width, newSize.Height);
            gl.Scissor(0, 0, newSize.Width, newSize.Height);
        }
コード例 #5
0
        private bool CreateFrameBuffer()
        {
            var success = true;

            GL.Disable(EnableCap.DepthTest);

            GL.GenFramebuffers(1, out frameBuffer);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);

            GL.GenRenderbuffers(1, out colorBuffer);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, colorBuffer);

            context.RenderBufferStorage((uint)All.Renderbuffer, (CAEAGLLayer)Layer);

            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferWidth, out renderBufferWidth);
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferHeight, out renderBufferHeight);

            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0, RenderbufferTarget.Renderbuffer, colorBuffer);

            if (GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != FramebufferErrorCode.FramebufferComplete)
            {
                Console.WriteLine("Failure with framebuffer generation");
                success = false;
            }

            // Create a new CVOpenGLESTexture Cache
            videoTextureCache = CVOpenGLESTextureCache.FromEAGLContext(context);

            glProgram = CreateProgram();

            return(success && (glProgram != 0));
        }
コード例 #6
0
ファイル: ES2Renderer.cs プロジェクト: ebeisecker/Playpen
        /// <summary>
        /// ICreate an ES 2.0 context
        /// </summary>
        /// <param name='context'>
        /// Context.
        /// </param>
        /// <param name='drawable'>
        /// Drawable.
        /// </param>
        public void InitWithContext(EAGLContext context, CAEAGLLayer drawable)
        {
            GL.GenFramebuffers(1, out m_defaultFBOName);

            // Create default framebuffer object. The backing will be allocated for the current layer in resizeFromLayer
            GL.GenRenderbuffers(1, out m_colorRenderbuffer);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, m_defaultFBOName);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, m_colorRenderbuffer);
            m_context = context;

            // This call associates the storage for the current render buffer with the EAGLDrawable (our CAEGLLAyer)
            // allowing us to draw into a buffer that will later be rendered to the screen wherever the layer is
            //(which correspondes with our) view.
            m_context.RenderBufferStorage((uint)All.Renderbuffer, drawable);

            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0, RenderbufferTarget.Renderbuffer, m_colorRenderbuffer);

            int backingWidth;
            int backingHeight;
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferWidth, out backingWidth);
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferHeight, out backingHeight);

            GL.GenRenderbuffers(1, out m_depthRenderbuffer);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, m_depthRenderbuffer);
            GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferInternalFormat.DepthComponent16, backingWidth, backingHeight);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.DepthAttachment, RenderbufferTarget.Renderbuffer, m_depthRenderbuffer);

            var frameBufferError = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
            if(frameBufferError != FramebufferErrorCode.FramebufferComplete)
            {
                throw new ApplicationException("Failed to make complete framebuffer object: " + frameBufferError);
            }

            InitWithDefaultFBO(m_defaultFBOName);
        }
コード例 #7
0
        private void ResizeGLContexts()
        {
            // nuke old buffers
            Gles.glDeleteRenderbuffers(1, ref renderBuffer);

            // re-create render buffer
            Gles.glGenRenderbuffers(1, ref renderBuffer);
            Gles.glBindRenderbuffer(Gles.GL_RENDERBUFFER, renderBuffer);
            glContext.RenderBufferStorage(Gles.GL_RENDERBUFFER, this);

            // re-link
            Gles.glFramebufferRenderbuffer(Gles.GL_FRAMEBUFFER, Gles.GL_COLOR_ATTACHMENT0, Gles.GL_RENDERBUFFER, renderBuffer);
        }
コード例 #8
0
        private void ResizeGLContexts()
        {
            // nuke old buffers
            GL.DeleteRenderbuffers(1, ref renderBuffer);

            // re-create render buffer
            GL.GenRenderbuffers(1, out renderBuffer);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderBuffer);
            glContext.RenderBufferStorage((uint)RenderbufferTarget.Renderbuffer, this);

            // re-link
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0, RenderbufferTarget.Renderbuffer, renderBuffer);
        }
コード例 #9
0
        protected virtual void CreateFrameBuffer()
        {
            AssertValid();
            if (LayerColorFormat == null)
            {
                throw new InvalidOperationException("Set the LayerColorFormat property to an EAGLColorFormat value before calling Run().");
            }

            CAEAGLLayer eaglLayer = (CAEAGLLayer)Layer;

            eaglLayer.DrawableProperties = NSDictionary.FromObjectsAndKeys(
                new NSObject [] { NSNumber.FromBoolean(LayerRetainsBacking), LayerColorFormat },
                new NSObject [] { EAGLDrawableProperty.RetainedBacking, EAGLDrawableProperty.ColorFormat }
                );
            ConfigureLayer(eaglLayer);

            GraphicsContext = Utilities.CreateGraphicsContext(ContextRenderingApi);
            gl = GLCalls.GetGLCalls(ContextRenderingApi);

            int oldFramebuffer = 0, oldRenderbuffer = 1;

            gl.GetInteger(All.FramebufferBindingOes, ref oldFramebuffer);
            gl.GetInteger(All.RenderbufferBindingOes, ref oldRenderbuffer);

            gl.GenRenderbuffers(1, ref renderbuffer);
            gl.BindRenderbuffer(All.RenderbufferOes, renderbuffer);

            if (!EAGLContext.RenderBufferStorage((uint)All.RenderbufferOes, eaglLayer))
            {
                gl.DeleteRenderbuffers(1, ref renderbuffer);
                renderbuffer = 0;
                gl.BindRenderbuffer(All.RenderbufferBindingOes, oldRenderbuffer);
                throw new InvalidOperationException("Error with EAGLContext.RenderBufferStorage!");
            }

            gl.GenFramebuffers(1, ref framebuffer);
            gl.BindFramebuffer(All.FramebufferOes, framebuffer);
            gl.FramebufferRenderbuffer(All.FramebufferOes, All.ColorAttachment0Oes, All.RenderbufferOes, renderbuffer);

            Size newSize = new Size(
                (int)Math.Round(eaglLayer.Bounds.Size.Width),
                (int)Math.Round(eaglLayer.Bounds.Size.Height));

            Size = newSize;

            gl.Viewport(0, 0, newSize.Width, newSize.Height);
            gl.Scissor(0, 0, newSize.Width, newSize.Height);

            frameBufferWindow = new WeakReference(Window);
            frameBufferLayer  = new WeakReference(Layer);
        }
コード例 #10
0
ファイル: IOSWindow.cs プロジェクト: nozgames/noz-ios
        public IOSWindow(IOSAppDelegate appDelegate)
        {
            _displaySize = new Vector2Int(
                (int)UIScreen.MainScreen.NativeBounds.Size.Width,
                (int)UIScreen.MainScreen.NativeBounds.Size.Height
                );

            _stopwatch  = new Stopwatch();
            _stopwatch2 = new Stopwatch();

            // Create the window
            Window = new UIWindow(UIScreen.MainScreen.Bounds);
            Window.RootViewController = new NozNavigationController();
            Window.BackgroundColor    = UIColor.White;
            Window.MakeKeyAndVisible();

            appDelegate.Window = Window;

            // Create GL context
            GLContext = new EAGLContext(EAGLRenderingAPI.OpenGLES3);
            EAGLContext.SetCurrentContext(GLContext);

            // Create teh view
            _view = new NozView(this, Window.Bounds);
            _view.MultipleTouchEnabled   = true;
            _view.UserInteractionEnabled = true;
            Window.AddSubview(_view);

            Graphics.Driver = OpenGLDriver.Create();

            // Create render buffer..
            _renderBufferId = GL.GenRenderBuffer();
            GL.BindRenderBuffer(_renderBufferId);
            GLContext.RenderBufferStorage((uint)GL.Imports.GL_RENDERBUFFER, (CAEAGLLayer)_view.Layer);

            // Create frame buffer
            _frameBufferId = GL.GenFrameBuffer();
            GL.BindFrameBuffer(_frameBufferId);
            GL.FrameBufferRenderBuffer(_renderBufferId);

            var link = CADisplayLink.Create(() =>
            {
                Application.Step();
            });

            link.PreferredFramesPerSecond = 60;

            link.AddToRunLoop(NSRunLoop.Main, NSRunLoopMode.Default);
        }
コード例 #11
0
ファイル: GLView.cs プロジェクト: aalice072/iOSXamarinSamples
        void createBuffers()
        {
            GL.GenFramebuffers(1, out frameBuffer);
            GL.GenRenderbuffers(1, out renderBuffer);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderBuffer);
            context.RenderBufferStorage((uint)All.Renderbuffer, (CAEAGLLayer)Layer);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0, RenderbufferTarget.Renderbuffer, renderBuffer);
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferWidth, out backingWidth);
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer, RenderbufferParameterName.RenderbufferHeight, out backingHeight);

            GL.GenRenderbuffers(1, out depthBuffer);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, depthBuffer);
            GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferInternalFormat.DepthComponent16, backingWidth, backingHeight);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.DepthAttachment, RenderbufferTarget.Renderbuffer, depthBuffer);
        }
コード例 #12
0
        public static LayerFbo TryCreate(EAGLContext context, GlInterface gl, CAEAGLLayer layer)
        {
            if (context != EAGLContext.CurrentContext)
            {
                return(null);
            }

            var fb = new int[2];
            var rb = new int[2];
            var db = new int[2];

            gl.GenRenderbuffers(1, rb);
            gl.BindRenderbuffer(GlConsts.GL_RENDERBUFFER, rb[0]);
            context.RenderBufferStorage(GlConsts.GL_RENDERBUFFER, layer);

            gl.GenFramebuffers(1, fb);
            gl.BindFramebuffer(GlConsts.GL_FRAMEBUFFER, fb[0]);
            gl.FramebufferRenderbuffer(GlConsts.GL_FRAMEBUFFER, GlConsts.GL_COLOR_ATTACHMENT0, GlConsts.GL_RENDERBUFFER, rb[0]);

            int[] w = new int[1];
            int[] h = new int[1];
            gl.GetRenderbufferParameteriv(GlConsts.GL_RENDERBUFFER, GlConsts.GL_RENDERBUFFER_WIDTH, w);
            gl.GetRenderbufferParameteriv(GlConsts.GL_RENDERBUFFER, GlConsts.GL_RENDERBUFFER_HEIGHT, h);

            gl.GenRenderbuffers(1, db);

            //GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, depthBuffer);
            //GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferInternalFormat.DepthComponent16, w, h);
            gl.FramebufferRenderbuffer(GlConsts.GL_FRAMEBUFFER, GlConsts.GL_DEPTH_ATTACHMENT, GlConsts.GL_RENDERBUFFER, db[0]);

            var frameBufferError = gl.CheckFramebufferStatus(GlConsts.GL_FRAMEBUFFER);

            if (frameBufferError != GlConsts.GL_FRAMEBUFFER_COMPLETE)
            {
                gl.DeleteFramebuffers(1, fb);
                gl.DeleteRenderbuffers(1, db);
                gl.DeleteRenderbuffers(1, rb);
                return(null);
            }

            return(new LayerFbo(context, gl, layer, fb, rb, db)
            {
                Width = w[0],
                Height = h[0]
            });
        }
コード例 #13
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        public override void LayoutSubviews()
        {
            // Called when the dimensions of our view change
            // E.g. When rotating the device and autoresizing
            var newSize = new System.Drawing.Size(
                (int)Math.Round(Layer.Bounds.Size.Width * Layer.ContentsScale),
                (int)Math.Round(Layer.Bounds.Size.Height * Layer.ContentsScale));

            if (newSize.Width == 0 || newSize.Height == 0)
            {
                return;
            }

            CreateFrameBuffer();

            if ((Framebuffer + depthbuffer + Renderbuffer == 0) || EAGLContext == null)
            {
                return;
            }

            Size = newSize;

            var eaglLayer = Layer as CAEAGLLayer;

            // Do not call base because iPhoneOSGameView:LayoutSubviews
            // destroys our graphics context
            // Instead we will manually rejig our buffer storage

            MakeCurrent();

            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Renderbuffer);
            EAGLContext.RenderBufferStorage((uint)All.Renderbuffer, eaglLayer);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0, RenderbufferTarget.Renderbuffer, Renderbuffer);

            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, depthbuffer);
            GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferInternalFormat.DepthComponent16, newSize.Width, newSize.Height);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.DepthAttachment, RenderbufferTarget.Renderbuffer, depthbuffer);

            platformInitialised = true;
            LoadGame();
        }
コード例 #14
0
        private void PrepareGLContexts()
        {
            // create GL context
            glContext = new EAGLContext(EAGLRenderingAPI.OpenGLES2);
            EAGLContext.SetCurrentContext(glContext);

            // create render buffer
            GL.GenRenderbuffers(1, out renderBuffer);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, renderBuffer);
            glContext.RenderBufferStorage((uint)RenderbufferTarget.Renderbuffer, this);

            // create frame buffer
            GL.GenFramebuffers(1, out framebuffer);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, framebuffer);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0, RenderbufferTarget.Renderbuffer, renderBuffer);

            // get the bits for SkiaSharp
            var glInterface = GRGlInterface.CreateNativeGlInterface();

            context = GRContext.Create(GRBackend.OpenGL, glInterface);

            // finished
            EAGLContext.SetCurrentContext(null);
        }
コード例 #15
0
ファイル: iPhoneOSGameView.cs プロジェクト: guusw/opentk
        protected virtual void CreateFrameBuffer()
        {
            AssertValid();
            if (LayerColorFormat == null)
            {
                throw new InvalidOperationException("Set the LayerColorFormat property to an EAGLColorFormat value before calling Run().");
            }

            CAEAGLLayer eaglLayer = (CAEAGLLayer)Layer;

            eaglLayer.DrawableProperties = NSDictionary.FromObjectsAndKeys(
                new NSObject [] { NSNumber.FromBoolean(LayerRetainsBacking), LayerColorFormat },
                new NSObject [] { EAGLDrawableProperty.RetainedBacking, EAGLDrawableProperty.ColorFormat }
                );
            ConfigureLayer(eaglLayer);

            int major = 0, minor = 0;

            switch (ContextRenderingApi)
            {
            case EAGLRenderingAPI.OpenGLES1: major = 1; minor = 1; break;

            case EAGLRenderingAPI.OpenGLES2: major = 2; minor = 0; break;

            case EAGLRenderingAPI.OpenGLES3: major = 3; minor = 0; break;

            default:
                throw new ArgumentException("Unsupported EAGLRenderingAPI version: " + ContextRenderingApi);
            }
            GraphicsContext = new GraphicsContext(GraphicsMode.Default, WindowInfo, major, minor, GraphicsContextFlags.Embedded);
            GraphicsContext.MakeCurrent(WindowInfo);
            gl = GLCalls.GetGLCalls(ContextRenderingApi);

            int oldFramebuffer = 0, oldRenderbuffer = 1;

            gl.GetInteger(All.FramebufferBindingOes, out oldFramebuffer);
            gl.GetInteger(All.RenderbufferBindingOes, out oldRenderbuffer);

            gl.GenRenderbuffers(1, out renderbuffer);
            gl.BindRenderbuffer(All.RenderbufferOes, renderbuffer);

            if (!EAGLContext.RenderBufferStorage((uint)All.RenderbufferOes, eaglLayer))
            {
                gl.DeleteRenderbuffers(1, ref renderbuffer);
                renderbuffer = 0;
                gl.BindRenderbuffer(All.RenderbufferBindingOes, oldRenderbuffer);
                throw new InvalidOperationException("Error with EAGLContext.RenderBufferStorage!");
            }

            gl.GenFramebuffers(1, out framebuffer);
            gl.BindFramebuffer(All.FramebufferOes, framebuffer);
            gl.FramebufferRenderbuffer(All.FramebufferOes, All.ColorAttachment0Oes, All.RenderbufferOes, renderbuffer);

            Size newSize = new Size(
                (int)Math.Round(eaglLayer.Bounds.Size.Width),
                (int)Math.Round(eaglLayer.Bounds.Size.Height));

            Size = newSize;

            gl.Viewport(0, 0, newSize.Width, newSize.Height);
            gl.Scissor(0, 0, newSize.Width, newSize.Height);

            frameBufferWindow = new WeakReference(Window);
            frameBufferLayer  = new WeakReference(Layer);
        }
コード例 #16
0
ファイル: iOSGameView.cs プロジェクト: Milstein/GameStack
        void Initialize(bool isNewContext)
        {
            MultipleTouchEnabled = true;

            // set layer to 32-bit RGBA
            var layer = (CAEAGLLayer)this.Layer;

            if (!isNewContext)
            {
                GL.DeleteRenderbuffers(1, ref _db);
                GL.DeleteRenderbuffers(1, ref _cb);
            }
            else
            {
                layer.Opaque = true;
                var layerProps = new NSDictionary(
                    EAGLDrawableProperty.ColorFormat, EAGLColorFormat.RGBA8);
                layer.DrawableProperties = layerProps;

                // configure context
                _glContext = new EAGLContext(EAGLRenderingAPI.OpenGLES2);
                EAGLContext.SetCurrentContext(_glContext);
                this.ContentScaleFactor = this.Layer.ContentsScale = UIScreen.MainScreen.Scale;

                // set up framebuffer
                GL.GenFramebuffers(1, out _fb);

                _size         = new Vector2(this.Bounds.Width, this.Bounds.Height);
                _threadPaused = true;
            }
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, _fb);

            // set up color render buffer and bind storage
            GL.GenRenderbuffers(1, out _cb);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, _cb);
            _glContext.RenderBufferStorage((uint)RenderbufferTarget.Renderbuffer, layer);

            // get the surface size in pixels, not points
            int width, height;

            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer,
                                        RenderbufferParameterName.RenderbufferWidth, out width);
            GL.GetRenderbufferParameter(RenderbufferTarget.Renderbuffer,
                                        RenderbufferParameterName.RenderbufferHeight, out height);

            // set up depth render buffer and bind storage
            GL.GenRenderbuffers(1, out _db);
            GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, _db);
            GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferInternalFormat.DepthComponent16,
                                   width, height);

            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.ColorAttachment0,
                                       RenderbufferTarget.Renderbuffer, _cb);
            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferSlot.DepthAttachment,
                                       RenderbufferTarget.Renderbuffer, _db);

            // set up viewport
            GL.Viewport(0, 0, width, height);

            if (isNewContext)
            {
                _alContext = new AudioContext();
                _alContext.MakeCurrent();
                this.MultipleTouchEnabled = false;
                _frame  = new FrameArgs();
                _events = new ConcurrentQueue <EventBase>();
                _events.Enqueue(new Start(_size, PixelScale));
                _events.Enqueue(new Resize(_size, PixelScale));
            }

            Assets.PixelScale = PixelScale;
        }
コード例 #17
0
        private void CreateFrameBuffer()
        {
            // Setup layer

            eaglLayer = (CAEAGLLayer)this.Layer;
            eaglLayer.Opaque = false;

            bool layerRetainsBacking = false;
            NSString layerColorFormat = EAGLColorFormat.RGBA8;

            eaglLayer.DrawableProperties = NSDictionary.FromObjectsAndKeys(new NSObject[]
                                                                           {
                NSNumber.FromBoolean(layerRetainsBacking),
                layerColorFormat
            }, new NSObject[]
            {
                EAGLDrawableProperty.RetainedBacking,
                EAGLDrawableProperty.ColorFormat
            });

            // Create OpenGL drawing context

            EAGLRenderingAPI api = EAGLRenderingAPI.OpenGLES2;

            context = new EAGLContext(api);

            if (context == null)
            {
                throw new InvalidOperationException("Failed to initialize OpenGLES 2.0 context");
            }

            if (!EAGLContext.SetCurrentContext(context))
            {
                throw new InvalidOperationException("Failed to set current OpenGL context");
            }

            // Create render buffer and assign it to the context

            GL.GenRenderbuffers(1, ref colorRenderBuffer);
            GL.BindRenderbuffer(All.Renderbuffer, colorRenderBuffer);
            context.RenderBufferStorage((uint)All.Renderbuffer, eaglLayer);

            // Create frame buffer

            uint frameBuffer = 0;

            GL.GenFramebuffers(1, ref frameBuffer);
            GL.BindFramebuffer(All.Framebuffer, frameBuffer);
            GL.FramebufferRenderbuffer(All.Framebuffer, All.ColorAttachment0, All.Renderbuffer, colorRenderBuffer);

            // Set viewport
            Size size = new Size((int)Math.Round((double)eaglLayer.Bounds.Size.Width), (int)Math.Round((double)eaglLayer.Bounds.Size.Height));

            GL.Viewport(0, 0, size.Width, size.Height);

            // Create CADisplayLink for animation loop

            displayLink = CADisplayLink.Create(this, new Selector("render"));
            displayLink.FrameInterval = 1;
            displayLink.AddToRunLoop(NSRunLoop.Current, NSRunLoop.NSDefaultRunLoopMode);
        }