/// <summary> /// Binds a buffer to this binding point. /// </summary> /// <typeparam name="T">The type of the container elements.</typeparam> /// <param name="buffer">The buffer to bind.</param> /// <param name="offset">The starting offset in basic machine units into the buffer object buffer. </param> /// <param name="size">The amount of data in machine units that can be read from the buffer object while used as an indexed target. </param> public void BindBuffer <T>(Buffer <T> buffer, int offset, int size) where T : struct { if (!Active) { return; } GL.BindBufferRange(BindingTarget, Binding, buffer.Handle, (IntPtr)offset, (IntPtr)size); }
public void BindRange(int bindingPoint, IntPtr offsetBytes, IntPtr size) { GL.BindBufferRange( bufferTarget, bindingPoint, (int)bufferObject, offsetBytes, size ); }
/// <summary> /// Bind a portion of this buffer at a binding point in an indexed target /// </summary> /// <param name="bindingPoint"></param> /// <param name="start"></param> /// <param name="count"></param> public void BindAtUniformBlockBindingPoint(UniformBlockBindingPoint bindingPoint, long start, long count) { this.Assert(); GL.BindBufferRange( BufferRangeTarget.UniformBuffer, bindingPoint.Index, Handle.Handle, (IntPtr)(start * TypeInfo <T> .TypeSize), (IntPtr)(count * TypeInfo <T> .TypeSize) ); }
public void SetUniforms(int uniformOffset, int image) { _gl.BindBufferRange(BufferTargetARB.UniformBuffer, (uint)UniformBindings.FragBinding, _fragBuffer, uniformOffset, (nuint)Marshal.SizeOf(typeof(FragUniforms))); int id = _renderer.DummyTex; if (image != 0) { id = image; } ref var tex = ref _renderer.TextureManager.FindTexture(id);
public UBO(string blockName, int location, int size) { _blockName = blockName; _location = location; _size = size; GL.GenBuffers(1, out _handle); using (new Bind(this)) { GL.BufferData(BufferTarget.UniformBuffer, (IntPtr)(_size), (IntPtr)(null), BufferUsageHint.StreamDraw); GL.BindBufferRange(BufferTarget.UniformBuffer, (uint)_location, _handle, (IntPtr)0, (IntPtr)_size); } }
public UniformBufferObject(int index, Func <T> getData) { bufferIndex = index; this.getData = getData; size = System.Runtime.InteropServices.Marshal.SizeOf(typeof(T)); GL.GenBuffers(1, out bufferUBO); // Generate the buffer GL.BindBuffer(BufferTarget.UniformBuffer, bufferUBO); // Bind the buffer for writing GL.BufferData(BufferTarget.UniformBuffer, (IntPtr)(size), (IntPtr)(null), BufferUsageHint.StreamDraw); // Request the memory to be allocated GL.BindBufferRange(BufferRangeTarget.UniformBuffer, bufferIndex, bufferUBO, (IntPtr)0, (IntPtr)(size)); }
public void BindBufferRange(BufferRangeTarget target, int bindingPoint, int buffer, IntPtr offset, IntPtr size) { if (!_bufferBindings.ContainsKey(target)) { _bufferBindings[target] = new BufferBinding[BufferBindingPoints]; } var binding = new BufferBinding(buffer, offset, size); if (IsBindingDifferent(target, bindingPoint, binding)) { GL.BindBufferRange(target, bindingPoint, buffer, offset, size); _bufferBindings[target][bindingPoint] = binding; } }
public void SetTransformFeedbackBuffer(int index, BufferRange buffer) { const BufferRangeTarget target = BufferRangeTarget.TransformFeedbackBuffer; if (_tfEnabled) { GL.PauseTransformFeedback(); GL.BindBufferRange(target, index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size); GL.ResumeTransformFeedback(); } else { GL.BindBufferRange(target, index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size); } }
public static void BindBuffer(BufferTarget target, int id, int index, IntPtr off, IntPtr size) { if (target != BufferTarget.TransformFeedbackBuffer && target != BufferTarget.UniformBuffer) { throw new Exception("Incorrect Function Called, Use other Overload"); } if (boundBuffers[target][index].Count == 0) { boundBuffers[target][index].Push(0); } if (boundBuffers[target][index].Peek() != id || id == 0) { GL.BindBufferRange((BufferRangeTarget)target, index, id, off, size); } boundBuffers[target][index].Push(id); }
private void SetBuffer(int bindingPoint, BufferRange buffer, bool isStorage) { BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer; if (buffer.Buffer == null) { GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0); return; } int bufferHandle = ((Buffer)buffer.Buffer).Handle; IntPtr bufferOffset = (IntPtr)buffer.Offset; GL.BindBufferRange(target, bindingPoint, bufferHandle, bufferOffset, buffer.Size); }
private void CommitNewConstantBufferBindings_SingleBind() { int remainingBindings = _newConstantBuffersCount; for (int slot = 0; slot < _maxConstantBufferSlots; slot++) { if (remainingBindings == 0) { return; } OpenGLConstantBuffer cb = _newConstantBuffersBySlot[slot]; if (cb != null) { GL.BindBufferRange(BufferRangeTarget.UniformBuffer, slot, cb.BufferID, IntPtr.Zero, cb.BufferSize); remainingBindings -= 1; } } }
private void BindBuffers() { GenerateMaterialBlock(); foreach (ShaderAttributeIds id in VertexData.EnabledAttributes) { int buffer_id = VertexData.GetAttributeBufferId(id); GL.BindBuffer(BufferTarget.ArrayBuffer, buffer_id); GL.EnableVertexAttribArray((int)id); GL.VertexAttribPointer((int)id, VertexData.GetAttributeSize(id), VertexData.GetAttributePointerType(id), false, VertexData.GetStride(id), 0); } GL.BindBuffer(BufferTarget.ElementArrayBuffer, VertexData.IndexBufferId); GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, UBOId, MaterialBlockOffset, Marshal.SizeOf(typeof(MaterialBlock))); GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 1, MBOId, MatrixBlockOffset, Marshal.SizeOf(typeof(MatrixBlock))); }
/// <summary> /// Initializes the camera's matrices and Uniform Buffer. /// </summary> /// <param name="window">The dimensions of the window being used. Creates the aspect ratio. </param> /// <param name="z_Near">The location of the near clipping plane.</param> /// <param name="z_Far">The location of the far clipping plane.</param> /// <param name="location">The three dimensional coordinates for the camera eye.</param> /// <param name="target">The three dimensional coordinates where the camera is looking.</param> public static void Initialize(Size window, float z_Near, float z_Far, Vector3 location, Vector3 target) { cameraeyelocation = location; cameraeyetarget = target; windowSize = window; // Create the perspective and view matrices. matricies.Perspective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, (float)window.Width / (float)window.Height, z_Near, z_Far); matricies.View = Matrix4.LookAt(location, target, new Vector3(0.0f, 1.0f, 0.0f)); // Create the Uniform Buffer and load our matrix data. GL.GenBuffers(1, out globalCameraUBO); GL.BindBuffer(BufferTarget.UniformBuffer, globalCameraUBO); GL.BufferData(BufferTarget.UniformBuffer, GlobalMatrix.SizeInBytes, ref matricies, BufferUsageHint.StreamDraw); GL.BindBuffer(BufferTarget.UniformBuffer, 0); // Set this here so that everything will error if we haven't initialize the camera globalCameraBindingIndex = 1; GL.BindBufferRange(BufferRangeTarget.UniformBuffer, globalCameraBindingIndex, globalCameraUBO, IntPtr.Zero, GlobalMatrix.SizeInBytes); }
/// <summary> /// Parse command line and attach the buffer object /// to the specified unit (output stream). /// </summary> /// <param name="unit">Vertex output stream unit.</param> /// <param name="cmd">Command line to process.</param> /// <param name="scene">Dictionary of scene objects.</param> /// <param name="err">Compiler exception collector.</param> private void Attach(int unit, Compiler.Command cmd, Dict scene, CompileException err) { if (cmd.ArgCount == 0) { err.Add("Command buff needs at least one attribute (e.g. 'buff buff_name')", cmd); return; } // get buffer var buf = scene.GetValueOrDefault <GLBuffer>(cmd[0].Text); if (buf == null) { err.Add($"The name '{cmd[0]}' does not reference an object of type 'buffer'.", cmd); return; } // parse offset int offset = 0; if (cmd.ArgCount > 1 && int.TryParse(cmd[1].Text, out offset) == false) { err.Add($"The second parameter (offset) of buff {unit} is invalid.", cmd); return; } // parse size int size = buf.Size; if (cmd.ArgCount > 2 && int.TryParse(cmd[2].Text, out size) == false) { err.Add($"The third parameter (size) of buff {unit} is invalid.", cmd); return; } // bind buffer to transform feedback GL.BindBufferRange(BufferRangeTarget.TransformFeedbackBuffer, unit, buf.glname, (IntPtr)offset, (IntPtr)size); }
public void LoadLayout(string name) { if (!uniformBlocks.ContainsKey(name)) { //Get block indices var uniformID = GL.GetUniformBlockIndex(program, name); //Link them GL.UniformBlockBinding(program, uniformID, 0); int buffer; GL.GenBuffers(1, out buffer); uniformBlocks.Add(name, buffer); var dataValues = new Vector4[3] { new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0) }; var totalSize = (Vector3.SizeInBytes + 4) * dataValues.Length; //Add 4 for alignment GL.BindBuffer(BufferTarget.UniformBuffer, buffer); GL.BufferData(BufferTarget.UniformBuffer, totalSize, IntPtr.Zero, BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.UniformBuffer, 0); // define the range of the buffer that links to a uniform binding point GL.BindBufferRange(BufferRangeTarget.UniformBuffer, 0, buffer, IntPtr.Zero, totalSize); GL.BindBuffer(BufferTarget.UniformBuffer, buffer); GL.BufferSubData <Vector4>(BufferTarget.UniformBuffer, IntPtr.Zero, (Vector3.SizeInBytes + 4) * dataValues.Length, dataValues); //Add 4 for alignment GL.BindBuffer(BufferTarget.UniformBuffer, 0); } }
private void extractBokeh(fx_Quad quad, Texture depth_texture, Texture scene_texture) { _fHalfResolution.bind(DrawBuffersEnum.ColorAttachment5); GL.Clear(ClearBufferMask.ColorBufferBit); GL.Viewport(0, 0, _tDOF_Scene.width, _tDOF_Scene.height); _pBokeh_Extract.bind(); scene_texture.bind(_pBokeh_Extract.getSamplerUniform(0), 0); depth_texture.bind(_pBokeh_Extract.getSamplerUniform(1), 1); _tCOC_Final.bind(_pBokeh_Extract.getSamplerUniform(2), 2); _tBokeh_Positions.bindImageUnit(_pBokeh_Extract.getSamplerUniform(3), 3, TextureAccess.WriteOnly); _tBokeh_Colors.bindImageUnit(_pBokeh_Extract.getSamplerUniform(4), 4, TextureAccess.WriteOnly); GL.BindBufferRange(BufferRangeTarget.AtomicCounterBuffer, 0, _bokeh_indirect_buffer, (IntPtr)4, (IntPtr)sizeof(uint)); GL.Uniform1(_pBokeh_Extract.getUniform("bokeh_counter"), 0); quad.render(); GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); }
public static bool BufferMaterials(ComposedShader shader, List <ShaderMaterial> materials, string name) { int uboMaterial; int uboIndex; // Index to use for the buffer binding. All binding indicies start from 0 ShaderMaterial[] _materials; ShaderMaterial[] src; _materials = new ShaderMaterial[16]; // finely-sharpened imposes a limit of 16 of materials per object src = materials.ToArray(); Array.Copy(src, 0, _materials, 0, src.Length); uboIndex = 0; uboMaterial = GL.GenBuffer(); GL.BindBuffer(BufferTarget.UniformBuffer, uboMaterial); // Allocate Memory Request GL.BufferData <ShaderMaterial>(BufferTarget.UniformBuffer, (IntPtr)(_materials.Length * ShaderMaterial.Size), _materials, BufferUsageHint.StaticDraw); // Bind the created Uniform Buffer to the Buffer Index GL.BindBufferRange(BufferRangeTarget.UniformBuffer, uboIndex, uboMaterial, (IntPtr)0, _materials.Length * ShaderMaterial.Size ); // Cleanup GL.BindBuffer(BufferTarget.UniformBuffer, 0); return(true); }
public static bool BufferMaterial(ComposedShader shader, ShaderMaterial material, string name, out int uboMaterial) { int uboIndex; // Index to use for the buffer binding (All good things start at 0 ) //int uniformBlockLocation; uboIndex = 0; //uniformBlockLocation = GL.GetUniformBlockIndex(shader.ShaderHandle, name); //if(UniformBlockLocation > -1) //{ // GL.UniformBlockBinding(shader.ShaderHandle, uniformBlockLocation, uboIndex); //} uboMaterial = GL.GenBuffer(); GL.BindBuffer(BufferTarget.UniformBuffer, uboMaterial); // Allocate Memory Request GL.BufferData(BufferTarget.UniformBuffer, (IntPtr)(ShaderMaterial.Size), (IntPtr)(null), BufferUsageHint.DynamicDraw); // Bind the created Uniform Buffer to the Buffer Index GL.BindBufferRange(BufferRangeTarget.UniformBuffer, uboIndex, uboMaterial, (IntPtr)0, ShaderMaterial.Size ); GL.BufferSubData <ShaderMaterial>(BufferTarget.UniformBuffer, (IntPtr)0, ShaderMaterial.Size, ref material); GL.BindBuffer(BufferTarget.UniformBuffer, 0); return(true); }
private static unsafe void OnLoad() { Gl = GL.GetApi(); camera = new Camera(); backpack = new Model(Gl, "res/backpack/backpack.obj"); shader = new Shader(Gl, "shader.vert", "shader.frag"); shader.Use(); shader.SetFloat("material.shininess", 32.0f); Gl.UniformBlockBinding(shader.ID, Gl.GetUniformBlockIndex(shader.ID, "Matrices"), 0); matrices = Gl.GenBuffer(); Gl.BindBuffer(BufferTargetARB.UniformBuffer, matrices); Gl.BufferData(BufferTargetARB.UniformBuffer, (uint)(2 * sizeof(Matrix4x4)), null, BufferUsageARB.StaticDraw); Gl.BindBufferRange(BufferTargetARB.UniformBuffer, 0, matrices, 0, (uint)(2 * sizeof(Matrix4x4))); Matrix4x4 projectionMat = Matrix4x4.CreatePerspectiveFieldOfView(Util.ToRadians(Fov), 800f / 600f, .1f, 100f); Gl.BufferSubData(BufferTargetARB.UniformBuffer, 0, (uint)sizeof(Matrix4x4), &projectionMat); screenShader = new Shader(Gl, "screenshader.vert", "screenshader.frag"); depthShader = new Shader(Gl, "depthshader.vert", "depthshader.frag"); quadVao = Gl.GenVertexArray(); Gl.BindVertexArray(quadVao); quadVbo = Gl.GenBuffer(); Gl.BindBuffer(BufferTargetARB.ArrayBuffer, quadVbo); fixed(void *i = &quadVertices[0]) Gl.BufferData(BufferTargetARB.ArrayBuffer, (uint)(quadVertices.Length * sizeof(float)), i, BufferUsageARB.StaticDraw); Gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void *)0); Gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void *)(2 * sizeof(float))); Gl.EnableVertexAttribArray(0); Gl.EnableVertexAttribArray(1); Gl.BindVertexArray(0); Gl.Enable(EnableCap.DepthTest); Gl.Enable(EnableCap.StencilTest); Gl.Enable(EnableCap.CullFace); Gl.CullFace(CullFaceMode.Back); fbo = Gl.GenFramebuffer(); Gl.BindFramebuffer(FramebufferTarget.Framebuffer, fbo); screenTexture = Gl.GenTexture(); Gl.BindTexture(TextureTarget.Texture2D, screenTexture); Gl.TexImage2D(TextureTarget.Texture2D, 0, (int)InternalFormat.Rgb, 800, 600, 0, PixelFormat.Rgb, PixelType.UnsignedByte, null); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); Gl.BindTexture(TextureTarget.Texture2D, 0); Gl.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, screenTexture, 0); rbo = Gl.GenRenderbuffer(); Gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, rbo); Gl.RenderbufferStorage(RenderbufferTarget.Renderbuffer, InternalFormat.Depth24Stencil8, 800, 600); Gl.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0); Gl.FramebufferRenderbuffer(GLEnum.Framebuffer, GLEnum.DepthStencilAttachment, GLEnum.Renderbuffer, rbo); fboShadow = Gl.GenFramebuffer(); Gl.BindFramebuffer(FramebufferTarget.Framebuffer, fboShadow); shadowMap = Gl.GenTexture(); Gl.BindTexture(TextureTarget.Texture2D, shadowMap); Gl.TexImage2D(TextureTarget.Texture2D, 0, (int)InternalFormat.DepthComponent, shadowMapSize, shadowMapSize, 0, PixelFormat.DepthComponent, PixelType.Float, null); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder); float[] borderColor = new float[] { 1, 1, 1, 1 }; fixed(float *i = &borderColor[0]) Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, i); shadowCube = Gl.GenTexture(); Gl.BindTexture(TextureTarget.TextureCubeMap, shadowCube); for (int i = 0; i < 6; i++) { Gl.TexImage2D(TextureTarget.TextureCubeMapPositiveX + i, 0, (int)InternalFormat.DepthComponent, shadowMapSize, shadowMapSize, 0, PixelFormat.DepthComponent, PixelType.Float, null); } Gl.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest); Gl.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge); Gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge); //Gl.FramebufferTexture2D(GLEnum.Framebuffer, GLEnum.DepthAttachment, GLEnum.Texture2D, shadowMap, 0); Gl.FramebufferTexture(GLEnum.Framebuffer, GLEnum.DepthAttachment, shadowCube, 0); Gl.DrawBuffer(DrawBufferMode.None); Gl.ReadBuffer(ReadBufferMode.None); Gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0); Gl.BindTexture(TextureTarget.Texture2D, 0); Gl.BindTexture(TextureTarget.TextureCubeMap, 0); if (Gl.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != GLEnum.FramebufferComplete) { Console.WriteLine("Oh boy, Framebuffer bad!"); } Gl.BindFramebuffer(FramebufferTarget.Framebuffer, 0); Sun = new DirectionalLight(new Vector3(0.65854764f, -0.5150382f, -0.54868096f), new Vector3(0.01f, 0.01f, 0.01f), new Vector3(0.976f, 0.717f, 0.423f), new Vector3(0.976f, 0.717f, 0.423f)); FlashLight = new SpotLight(camera.Position, (float)Math.Cos(Util.ToRadians(1.5f)), (float)Math.Cos(Util.ToRadians(20f))); PointLights = new PointLight[lightPositions.Length]; for (int i = 0; i < lightPositions.Length; i++) { PointLights[i] = new PointLight(lightPositions[i]); } vec3 lightPos = new vec3(PointLights[0].Position.X, PointLights[0].Position.Y, PointLights[0].Position.Z); shadowCubeLookMats[0] = mat4.LookAt(lightPos, lightPos + new vec3(1, 0, 0), new vec3(0, -1, 0)); shadowCubeLookMats[1] = mat4.LookAt(lightPos, lightPos + new vec3(-1, 0, 0), new vec3(0, -1, 0)); shadowCubeLookMats[2] = mat4.LookAt(lightPos, lightPos + new vec3(0, 1, 0), new vec3(0, 0, 1)); shadowCubeLookMats[3] = mat4.LookAt(lightPos, lightPos + new vec3(0, -1, 0), new vec3(0, 0, -1)); shadowCubeLookMats[4] = mat4.LookAt(lightPos, lightPos + new vec3(0, 0, 1), new vec3(0, -1, 0)); shadowCubeLookMats[5] = mat4.LookAt(lightPos, lightPos + new vec3(0, 0, -1), new vec3(0, -1, 0)); }
public void Bind(BufferTargetARB target, uint bindingIndex) => GL.BindBufferRange(target, bindingIndex, Handle, GetCurrentOffset(), Size);
public void BindBufferRange(int target, uint index, uint buffer, IntPtr offset, IntPtr size) { GL.BindBufferRange((BufferRangeTarget)target, index, buffer, offset, size); }
/// <summary> /// Binds part of a buffer to the binding index utilized by the given transform feeedback varying. /// </summary> /// <remarks> /// If multiple parts of the same buffer are bound as transform feedback output targets they must not overlap. /// </remarks> /// <param name="transformOut">Specifies a transform feedback varying.</param> /// <param name="buffer">Specifies a buffer object to bind.</param> /// <param name="offset">Specifies the starting offset in bytes into the buffer object.</param> /// <param name="size">Specifies the amount of data in bytes that can be written to the buffer.</param> public void BindOutput <T>(TransformOut transformOut, Buffer <T> buffer, int offset, int size) where T : struct { AssertActive(); GL.BindBufferRange(BufferRangeTarget.TransformFeedbackBuffer, transformOut.Index, buffer.Handle, (IntPtr)offset, (IntPtr)size); }
public void BindStorageBuffer(uint binding, uint bufferId, IntPtr offset, IntPtr size) { GL.BindBufferRange(BufferRangeTarget.ShaderStorageBuffer, binding, bufferId, offset, size); }
internal void BindToBlock(int program, int uniformBlockIndex, int dataSize, int uniformBindingIndex) { Bind(); GL.BindBufferRange(BufferRangeTarget.UniformBuffer, uniformBindingIndex, BufferID, IntPtr.Zero, dataSize); GL.UniformBlockBinding(program, uniformBlockIndex, uniformBindingIndex); }