コード例 #1
0
        public FrameBuffer(Size size)
        {
            this.size = size;

            if (!Exts.IsPowerOf2(size.Width) || !Exts.IsPowerOf2(size.Height))
            {
                throw new InvalidDataException(string.Format("Frame buffer size ({0}x{1}) must be a power of two", size.Width, size.Height));
            }

            GL.GenFramebuffers(1, out framebuffer);
            GraphicsExtensions.CheckGLError();
            GL.BindFramebuffer(FramebufferTarget.FramebufferExt, framebuffer);
            GraphicsExtensions.CheckGLError();

            //Color
            texture = new Graphics.Texture();
            texture.SetEmpty(size.Width, size.Height);
            GL.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, texture.ID, 0);
            GraphicsExtensions.CheckGLError();

            //Depth
            GL.GenRenderbuffers(1, out depth);
            GraphicsExtensions.CheckGLError();

            GL.BindRenderbuffer(RenderbufferTarget.RenderbufferExt, depth);
            GraphicsExtensions.CheckGLError();

            GL.RenderbufferStorage(RenderbufferTarget.RenderbufferExt, RenderbufferStorage.DepthComponent24Oes, size.Width, size.Height);
            GraphicsExtensions.CheckGLError();

            GL.FramebufferRenderbuffer(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachment, RenderbufferTarget.RenderbufferExt, depth);
            GraphicsExtensions.CheckGLError();
            //Test for completeness
            var status = GL.CheckFramebufferStatus(FramebufferTarget.FramebufferExt);

            if (status != FramebufferErrorCode.FramebufferCompleteExt)
            {
                throw new InvalidOperationException("OpenGL Error:" + status);
            }

            //Restore default buffer
            GL.BindFramebuffer(FramebufferTarget.FramebufferExt, 0);
            GraphicsExtensions.CheckGLError();
        }
コード例 #2
0
ファイル: VertexBuffer.cs プロジェクト: hadow/Commander
        public void SetData(T[] data, int start, int length)
        {
            Bind();

            var ptr = GCHandle.Alloc(data, GCHandleType.Pinned);

            try
            {
                GL.BufferSubData(BufferTarget.ArrayBuffer,
                                 new IntPtr(VertexSize * start),
                                 new IntPtr(VertexSize * length),
                                 ptr.AddrOfPinnedObject());
            }
            finally
            {
                ptr.Free();
            }

            GraphicsExtensions.CheckGLError();
        }
コード例 #3
0
ファイル: Shader.cs プロジェクト: hadow/Commander
        private int CompileShaderObject(ShaderType type, string name)
        {
            //var documentsPath = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
            var ext      = type == ShaderType.VertexShader ? "vert" : "frag";
            var filename = Path.Combine("Content", "glsl", name + "." + ext);
            //var filePath = Path.Combine(documentsPath, filename);
            var code = string.Empty;

            using (var reader = new StreamReader(Android.App.Application.Context.Assets.Open(filename)))
            {
                code = reader.ReadToEnd();
            }

            //System.Text.Encoding.ASCII.GetString(Android.App.Application.Context.Assets.Open(filename));

            var shader = GL.CreateShader(type);

            GraphicsExtensions.CheckGLError();

            unsafe
            {
                var length = code.Length;
                GL.ShaderSource2(shader, 1, new string[] { code }, new IntPtr(&length));
            }
            GraphicsExtensions.CheckGLError();
            GL.CompileShader(shader);
            GraphicsExtensions.CheckGLError();
            int compiled;

            GL.GetShader(shader, ShaderParameter.CompileStatus, out compiled);
            GraphicsExtensions.CheckGLError();
            if (compiled == 0)
            {
                var log = GL.GetShaderInfoLog(shader);
                GraphicsExtensions.CheckGLError();
                shader = -1;
                throw new InvalidOperationException("Shader Compilation Failed");
            }
            return(shader);
        }
コード例 #4
0
ファイル: Shader.cs プロジェクト: hadow/Commander
        public void SetMatrix(string name, float[] mtx)
        {
            Threading.EnsureUIThread();
            if (mtx.Length != 16)
            {
                throw new InvalidDataException("Invalid 4x4 matrix");
            }

            GL.UseProgram(program);
            GraphicsExtensions.CheckGLError();
            var param = GL.GetUniformLocation(program, name);

            GraphicsExtensions.CheckGLError();

            unsafe
            {
                fixed(float *pMtx = mtx)
                GL.UniformMatrix4fv(param, 1, false, new IntPtr(pMtx));
            }

            GraphicsExtensions.CheckGLError();
        }
コード例 #5
0
ファイル: GraphicsDevice.cs プロジェクト: hadow/Commander
        public void EnableScissor(int left, int top, int width, int height)
        {
            Threading.EnsureUIThread();

            if (width < 0)
            {
                width = 0;
            }

            if (height < 0)
            {
                height = 0;
            }

            var bottom = PresentationParameters.BackBufferHeight - (top + height);


            GL.Scissor(left, bottom, width, height);
            GraphicsExtensions.CheckGLError();
            GL.Enable(EnableCap.ScissorTest);
            GraphicsExtensions.CheckGLError();
        }
コード例 #6
0
        public byte[] GetData()
        {
            Threading.EnsureUIThread();
            var data = new byte[4 * Size.Width * Size.Height];

            GraphicsExtensions.CheckGLError();
            GL.BindTexture(TextureTarget.Texture2D, texture);
            //unsafe
            //{
            //    fixed(byte*ptr = &data[0])
            //    {
            //        var intPtr = new IntPtr((void*)ptr);

            //        GL.GetTexImageInternal(TextureTarget.Texture2D, 0, PixelFormat.BGRA_EXT, PixelType.UnsignedByte, intPtr);
            //    }
            //}

            GL.GetTexImage(TextureTarget.Texture2D, 0, PixelFormat.BGRA_EXT, PixelType.UnsignedByte, data);


            GraphicsExtensions.CheckGLError();
            return(data);
        }
コード例 #7
0
ファイル: VertexBuffer.cs プロジェクト: hadow/Commander
        public VertexBuffer(int size)
        {
            GL.GenBuffers(1, out buffer);
            GraphicsExtensions.CheckGLError();
            Bind();

            //Generates a buffer with uninitialized memory.
            GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(VertexSize * size), IntPtr.Zero, BufferUsageHint.DynamicDraw);

            GraphicsExtensions.CheckGLError();
            //We need to zero all the memory,Let's generate a smallish array and copy that over the whole buffer.
            var zeroedArrayElementSize = Math.Min(size, 2048);

            var ptr = GCHandle.Alloc(new T[zeroedArrayElementSize], GCHandleType.Pinned);

            try
            {
                for (var offset = 0; offset < size; offset += zeroedArrayElementSize)
                {
                    var length = Math.Min(zeroedArrayElementSize, size - offset);
                    GL.BufferSubData(BufferTarget.ArrayBuffer,
                                     new IntPtr(VertexSize * offset),
                                     new IntPtr(VertexSize * length),
                                     ptr.AddrOfPinnedObject());
                    GraphicsExtensions.CheckGLError();
                }

                //GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(VertexSize * size), ptr.AddrOfPinnedObject(), BufferUsageHint.DynamicDraw);
            }
            finally
            {
                ptr.Free();
            }

            //GraphicsExtensions.CheckGLError();
        }
コード例 #8
0
ファイル: Shader.cs プロジェクト: hadow/Commander
        public Shader(string name)
        {
            var vertexShader   = CompileShaderObject(ShaderType.VertexShader, name);
            var fragmentShader = CompileShaderObject(ShaderType.FragmentShader, name);

            program = GL.CreateProgram();
            GraphicsExtensions.CheckGLError();
            GL.BindAttribLocation(program, VertexPosAttributeIndex, "aVertexPosition");
            GraphicsExtensions.CheckGLError();
            GL.BindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
            GraphicsExtensions.CheckGLError();
            GL.BindAttribLocation(program, TexMetadataAttributeIndex, "aVertexTexMetadata");
            GraphicsExtensions.CheckGLError();
            GL.AttachShader(program, vertexShader);
            GraphicsExtensions.CheckGLError();
            GL.AttachShader(program, fragmentShader);
            GraphicsExtensions.CheckGLError();
            GL.LinkProgram(program);
            GraphicsExtensions.CheckGLError();
            int success;

            GL.GetProgram(program, GetProgramParameterName.LinkStatus, out success);
            GraphicsExtensions.CheckGLError();
            if (success == 0)
            {
                var log = GL.GetProgramInfoLog(program);
                GraphicsExtensions.CheckGLError();
                GL.DetachShader(program, vertexShader);
                GraphicsExtensions.CheckGLError();
                GL.DetachShader(program, fragmentShader);
                GraphicsExtensions.CheckGLError();

                throw new InvalidOperationException("Unable to link effect program.");
            }

            GL.UseProgram(program);
            GraphicsExtensions.CheckGLError();
            int numUniforms;

            //GL.GetProgram(program, GetProgramParameterName.LogLength, out numUniforms);
            GL.GetProgram(program, GetProgramParameterName.ActiveUniforms, out numUniforms);
            GraphicsExtensions.CheckGLError();

            var nextTexUnit = 0;

            for (var i = 0; i < numUniforms; i++)
            {
                int length, size;
                int type;
                var sb = new StringBuilder(128);
                GL.GetActiveUniform(program, i, 128, out length, out size, out type, sb);
                GraphicsExtensions.CheckGLError();
                var sampler = sb.ToString();

                if (type == 35678)
                {
                    samplers.Add(sampler, nextTexUnit);

                    var loc = GL.GetUniformLocation(program, sampler);
                    GraphicsExtensions.CheckGLError();
                    GL.Uniform1(loc, nextTexUnit);
                    GraphicsExtensions.CheckGLError();
                    nextTexUnit++;
                }
            }
        }
コード例 #9
0
        private void PlatformInitialize(GraphicsDevice device)
        {
#if GLES
            SupportsNonPowerOfTwo = GL.Extensions.Contains("GL_OES_texture_npot") ||
                                    GL.Extensions.Contains("GL_ARB_texture_non_power_of_two") ||
                                    GL.Extensions.Contains("GL_IMG_texture_npot") ||
                                    GL.Extensions.Contains("GL_NV_texture_npot_2D_mipmap");
#else
            // Unfortunately non PoT texture support is patchy even on desktop systems and we can't
            // rely on the fact that GL2.0+ supposedly supports npot in the core.
            // Reference: http://aras-p.info/blog/2012/10/17/non-power-of-two-textures/
            SupportsNonPowerOfTwo = device._maxTextureSize >= 8192;
#endif

            SupportsTextureFilterAnisotropic = GL.Extensions.Contains("GL_EXT_texture_filter_anisotropic");

#if GLES
            SupportsDepth24            = GL.Extensions.Contains("GL_OES_depth24");
            SupportsPackedDepthStencil = GL.Extensions.Contains("GL_OES_packed_depth_stencil");
            SupportsDepthNonLinear     = GL.Extensions.Contains("GL_NV_depth_nonlinear");
            SupportsTextureMaxLevel    = GL.Extensions.Contains("GL_APPLE_texture_max_level");
#else
            SupportsDepth24            = true;
            SupportsPackedDepthStencil = true;
            SupportsDepthNonLinear     = false;
            SupportsTextureMaxLevel    = true;
#endif
            // Texture compression
            SupportsS3tc = GL.Extensions.Contains("GL_EXT_texture_compression_s3tc") ||
                           GL.Extensions.Contains("GL_OES_texture_compression_S3TC") ||
                           GL.Extensions.Contains("GL_EXT_texture_compression_dxt3") ||
                           GL.Extensions.Contains("GL_EXT_texture_compression_dxt5");
            SupportsDxt1  = SupportsS3tc || GL.Extensions.Contains("GL_EXT_texture_compression_dxt1");
            SupportsPvrtc = GL.Extensions.Contains("GL_IMG_texture_compression_pvrtc");
            SupportsEtc1  = GL.Extensions.Contains("GL_OES_compressed_ETC1_RGB8_texture");
            SupportsAtitc = GL.Extensions.Contains("GL_ATI_texture_compression_atitc") ||
                            GL.Extensions.Contains("GL_AMD_compressed_ATC_texture");

            // Framebuffer objects
#if GLES
            SupportsFramebufferObjectARB = GL.BoundApi == GL.RenderApi.ES && (device.glMajorVersion >= 2 || GL.Extensions.Contains("GL_ARB_framebuffer_object")); // always supported on GLES 2.0+
            SupportsFramebufferObjectEXT = GL.Extensions.Contains("GL_EXT_framebuffer_object");;
            SupportsFramebufferObjectIMG = GL.Extensions.Contains("GL_IMG_multisampled_render_to_texture") |
                                           GL.Extensions.Contains("GL_APPLE_framebuffer_multisample") |
                                           GL.Extensions.Contains("GL_EXT_multisampled_render_to_texture") |
                                           GL.Extensions.Contains("GL_NV_framebuffer_multisample");
#else
            // if we're on GL 3.0+, frame buffer extensions are guaranteed to be present, but extensions may be missing
            // it is then safe to assume that GL_ARB_framebuffer_object is present so that the standard function are loaded
            SupportsFramebufferObjectARB = device.glMajorVersion >= 3 || GL.Extensions.Contains("GL_ARB_framebuffer_object");
            SupportsFramebufferObjectEXT = GL.Extensions.Contains("GL_EXT_framebuffer_object");
#endif
            // Anisotropic filtering
            int anisotropy = 0;
            if (SupportsTextureFilterAnisotropic)
            {
                GL.GetInteger((GetPName)GetParamName.MaxTextureMaxAnisotropyExt, out anisotropy);
                GraphicsExtensions.CheckGLError();
            }
            MaxTextureAnisotropy = anisotropy;

            // sRGB
#if GLES
            SupportsSRgb = GL.Extensions.Contains("GL_EXT_sRGB");
#else
            SupportsSRgb = GL.Extensions.Contains("GL_EXT_texture_sRGB") && GL.Extensions.Contains("GL_EXT_framebuffer_sRGB");
#endif

            // TODO: Implement OpenGL support for texture arrays
            // once we can author shaders that use texture arrays.
            SupportsTextureArrays = false;

            SupportsDepthClamp = GL.Extensions.Contains("GL_ARB_depth_clamp");

            SupportsVertexTextures = false; // For now, until we implement vertex textures in OpenGL.


            GL.GetInteger((GetPName)GetParamName.MaxSamples, out _maxMultiSampleCount);

#if GLES
            SupportsInstancing = false;
#else
            SupportsInstancing = GL.VertexAttribDivisor != null;
#endif
        }
コード例 #10
0
ファイル: GraphicsDevice.cs プロジェクト: hadow/Commander
 public void DisableScissor()
 {
     Threading.EnsureUIThread();
     GL.Disable(EnableCap.ScissorTest);
     GraphicsExtensions.CheckGLError();
 }
コード例 #11
0
ファイル: GraphicsDevice.cs プロジェクト: hadow/Commander
 public void ClearDepthBuffer()
 {
     Threading.EnsureUIThread();
     GL.Clear(ClearBufferMask.DepthBufferBit);
     GraphicsExtensions.CheckGLError();
 }
コード例 #12
0
ファイル: GraphicsDevice.cs プロジェクト: hadow/Commander
 public void DisableDepthBuffer()
 {
     Threading.EnsureUIThread();
     GL.Disable(EnableCap.DepthTest);
     GraphicsExtensions.CheckGLError();
 }
コード例 #13
0
ファイル: GraphicsDevice.cs プロジェクト: hadow/Commander
 public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
 {
     GL.DrawArrays(ModelFromPrimitiveType(pt), firstVertex, numVertices);
     GraphicsExtensions.CheckGLError();
 }
コード例 #14
0
 public Texture()
 {
     GL.GenTextures(1, out texture);
     GraphicsExtensions.CheckGLError();
 }