コード例 #1
0
ファイル: GraphicsDevice.cs プロジェクト: khbecker/FNA
        /// <summary>
        /// Initializes a new instance of the <see cref="GraphicsDevice" /> class.
        /// </summary>
        /// <param name="adapter">The graphics adapter.</param>
        /// <param name="graphicsProfile">The graphics profile.</param>
        /// <param name="presentationParameters">The presentation options.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="presentationParameters"/> is <see langword="null"/>.
        /// </exception>
        public GraphicsDevice(
            GraphicsAdapter adapter,
            GraphicsProfile graphicsProfile,
            PresentationParameters presentationParameters
            )
        {
            if (presentationParameters == null)
            {
                throw new ArgumentNullException("presentationParameters");
            }

            // Set the properties from the constructor parameters.
            Adapter = adapter;
            PresentationParameters = presentationParameters;
            GraphicsProfile        = graphicsProfile;

            // Set up the OpenGL Device. Loads entry points.
            GLDevice = new OpenGLDevice(PresentationParameters);

            // Force set the default render states.
            BlendState        = BlendState.Opaque;
            DepthStencilState = DepthStencilState.Default;
            RasterizerState   = RasterizerState.CullCounterClockwise;

            // Initialize the Texture/Sampler state containers
            Textures      = new TextureCollection(this);
            SamplerStates = new SamplerStateCollection(this);

            // Clear constant buffers
            vertexConstantBuffers.Clear();
            pixelConstantBuffers.Clear();

            // First draw will need to set the shaders.
            vertexShaderDirty = true;
            pixelShaderDirty  = true;

            // Set the default viewport and scissor rect.
            Viewport         = new Viewport(PresentationParameters.Bounds);
            ScissorRectangle = Viewport.Bounds;

            // Free all the cached shader programs.
            programCache.Clear();
            shaderProgram = null;
        }
コード例 #2
0
ファイル: OpenGLDevice.cs プロジェクト: BlueLineGames/FNA
			public void Dispose()
			{
				uint handle = Handle;
				glDevice.BindFramebuffer(0);
				glDevice.glDeleteFramebuffers(1, ref handle);
				glDevice.glDeleteRenderbuffers(1, ref colorAttachment);
				if (depthStencilAttachment != 0)
				{
					glDevice.glDeleteRenderbuffers(1, ref depthStencilAttachment);
				}
				if (Texture != 0)
				{
					glDevice.glDeleteTextures(1, ref Texture);
				}
				glDevice = null;
				Handle = 0;
			}
コード例 #3
0
ファイル: OpenGLDevice.cs プロジェクト: BlueLineGames/FNA
			public OpenGLBackbuffer(
				OpenGLDevice device,
				int width,
				int height,
				DepthFormat depthFormat,
				int multiSampleCount
			) {
				Width = width;
				Height = height;

				glDevice = device;
				DepthFormat = depthFormat;
				MultiSampleCount = multiSampleCount;
				Texture = 0;

				// Generate and bind the FBO.
				uint handle;
				glDevice.glGenFramebuffers(1, out handle);
				Handle = handle;
				glDevice.BindFramebuffer(Handle);

				// Create and attach the color buffer
				glDevice.glGenRenderbuffers(1, out colorAttachment);
				glDevice.glBindRenderbuffer(GLenum.GL_RENDERBUFFER, colorAttachment);
				if (multiSampleCount > 0)
				{
					glDevice.glRenderbufferStorageMultisample(
						GLenum.GL_RENDERBUFFER,
						multiSampleCount,
						GLenum.GL_RGBA8,
						width,
						height
					);
				}
				else
				{
					glDevice.glRenderbufferStorage(
						GLenum.GL_RENDERBUFFER,
						GLenum.GL_RGBA8,
						width,
						height
					);
				}
				glDevice.glFramebufferRenderbuffer(
					GLenum.GL_FRAMEBUFFER,
					GLenum.GL_COLOR_ATTACHMENT0,
					GLenum.GL_RENDERBUFFER,
					colorAttachment
				);

				if (depthFormat == DepthFormat.None)
				{
					// Don't bother creating a depth/stencil buffer.
					depthStencilAttachment = 0;

					// Keep this state sane.
					glDevice.glBindRenderbuffer(GLenum.GL_RENDERBUFFER, 0);

					return;
				}

				// Create and attach the depth/stencil buffer
				glDevice.glGenRenderbuffers(1, out depthStencilAttachment);
				glDevice.glBindRenderbuffer(GLenum.GL_RENDERBUFFER, depthStencilAttachment);
				if (multiSampleCount > 0)
				{
					glDevice.glRenderbufferStorageMultisample(
						GLenum.GL_RENDERBUFFER,
						multiSampleCount,
						XNAToGL.DepthStorage[(int) depthFormat],
						width,
						height
					);
				}
				else
				{
					glDevice.glRenderbufferStorage(
						GLenum.GL_RENDERBUFFER,
						XNAToGL.DepthStorage[(int) depthFormat],
						width,
						height
					);
				}
				glDevice.glFramebufferRenderbuffer(
					GLenum.GL_FRAMEBUFFER,
					GLenum.GL_DEPTH_ATTACHMENT,
					GLenum.GL_RENDERBUFFER,
					depthStencilAttachment
				);
				if (depthFormat == DepthFormat.Depth24Stencil8)
				{
					glDevice.glFramebufferRenderbuffer(
						GLenum.GL_FRAMEBUFFER,
						GLenum.GL_STENCIL_ATTACHMENT,
						GLenum.GL_RENDERBUFFER,
						depthStencilAttachment
					);
				}

				// Keep this state sane.
				glDevice.glBindRenderbuffer(GLenum.GL_RENDERBUFFER, 0);
			}