public override void InitRender(RenderContext context, Camera camera) { GL.Viewport(0, 0, context.ScreenPixelSize.X, context.ScreenPixelSize.Y); FrameBuffer.Bind(); var bgColor = context.BackgroundColor; GL.ClearColor(context.BackgroundColor.X, bgColor.Y, bgColor.Z, bgColor.W); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); }
// -------------------------------------------------------------------- public void Render() { mFrameBuffer.Bind(); Onyx3DEngine.Instance.Renderer.Render(SceneManagement.ActiveScene, mCamera, mFrameBuffer.Width, mFrameBuffer.Height); mFrameBuffer.Unbind(); pictureBox1.Image = mFrameBuffer.Texture.AsBitmap(); }
/// <summary> /// Binds and initialises a <see cref="FrameBuffer"/> if required. /// </summary> /// <param name="frameBuffer">The <see cref="FrameBuffer"/> to bind.</param> /// <returns>A token that must be disposed upon finishing use of <paramref name="frameBuffer"/>.</returns> protected IDisposable BindFrameBuffer(FrameBuffer frameBuffer) { // This setter will also take care of allocating a texture of appropriate size within the frame buffer. frameBuffer.Size = frameBufferSize; frameBuffer.Bind(); return(new ValueInvokeOnDisposal <FrameBuffer>(frameBuffer, b => b.Unbind())); }
// -------------------------------------------------------------------- public void Render() { mFrameBuffer.Bind(); OnyxInstance.Renderer.RenderScene(Scene, Scene.ActiveCamera, mFrameBuffer.Width, mFrameBuffer.Height); if (DrawGrid) { OnyxInstance.Renderer.Render(mGridRenderer, Scene.ActiveCamera); } mFrameBuffer.Unbind(); }
protected override void PreDraw() { frameBuffer.Bind(); // Set viewport to the texture size GLWrapper.PushViewport(new Rectangle(0, 0, frameBuffer.Texture.Width, frameBuffer.Texture.Height)); // We need to draw children as if they were zero-based to the top-left of the texture // so we make the new zero be this container's position without affecting children in any negative ways GLWrapper.PushOrtho(new Rectangle((int)ScreenSpaceDrawQuad.TopLeft.X, (int)ScreenSpaceDrawQuad.TopLeft.Y, frameBuffer.Texture.Width, frameBuffer.Texture.Height)); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); }
protected override void PreDrawMask(FrameBuffer clippingMask) { clippingMask.Bind(); GLWrapper.PushViewport(new RectangleI(0, 0, clippingMask.Texture.Width, clippingMask.Texture.Height)); GLWrapper.Clear(new ClearInfo(Colour4.White)); GLWrapper.SetBlend(new BlendingParameters { Source = BlendingType.Zero, Destination = BlendingType.OneMinusSrcColor, SourceAlpha = BlendingType.Zero, DestinationAlpha = BlendingType.OneMinusSrcAlpha, }); }
private void RenderPass1(RenderContext context, Camera camera) { GL.Viewport(0, 0, context.ScreenPixelSize.X, context.ScreenPixelSize.Y); GBuffer.Bind(); GL.Enable(EnableCap.DepthTest); // At least gPosition requires Color = 0, so the Positions is 0. Used to stencil the background. GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Pass = DeferredPass.Pass1; foreach (var obj in GetRenderObjects(context, camera)) { Render(context, camera, obj); } }
private void GLElement_GLRenderStarted(object sender, EventArgs e) { #region FBO start if (UseFrameBuffer) { FBO.Activate(); FBO.FBOInitializeView(GLElement1.PerspectiveProjection, TransformOuter.Location.Z); } else { FBO.Deactivate(); } #endregion RenderToBuffer(); #region FBO finish if (UseFrameBuffer) { FBO.Deactivate(); GLElement1.InitializeView(); GL.ClearColor(0, .3f, .5f, 1); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.LoadIdentity(); // Now bind the texture to use it GL.ActiveTexture(TextureUnit.Texture0); FBO.Bind(); GLHelpers.Color4(Colors.Black); // to prevent it from being transparent // Tranform TransformOuter.Apply(); // Render with shader LightingShaderProgram.Texture1 = FBO.Texture; LightingShaderProgram.Activate(); //GLHelpers.Plane(1.3, 1.3, 0); // put it on a plane GLHelpers.Cube2D(1.7); // put it on a cube // Do some cleanup TransformOuter.Remove(); Texture2D.Disable2DTextures(); ShaderProgram.DisableShaders(); } #endregion }
private InvokeOnDisposal bindFrameBuffer(FrameBuffer frameBuffer, Vector2 requestedSize) { if (!frameBuffer.IsInitialized) { frameBuffer.Initialize(); } // These additional render buffers are only required if e.g. depth // or stencil information needs to also be stored somewhere. foreach (var f in Formats) { frameBuffer.Attach(f); } // This setter will also take care of allocating a texture of appropriate size within the framebuffer. frameBuffer.Size = requestedSize; frameBuffer.Bind(); return(new InvokeOnDisposal(() => frameBuffer.Unbind())); }
private void getImageGL(Action <Image <Rgba32> > callback) { host.DrawThread.Scheduler.Add(() => { var image = new Image <Rgba32>((int)DrawWidth, (int)DrawHeight); var sharedData = (BufferedDrawNodeSharedData)typeof(BufferedContainer <Drawable>).GetField("sharedData", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(this); var fbo = new FrameBuffer(); fbo.Bind(); GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget2d.Texture2D, sharedData.MainBuffer.Texture.TextureId, 0); bool success = image.TryGetSinglePixelSpan(out var span); Debug.Assert(success); GL.ReadPixels(0, 0, (int)DrawWidth, (int)DrawHeight, PixelFormat.Rgba, PixelType.UnsignedByte, ref MemoryMarshal.GetReference(span)); fbo.Dispose(); GLWrapper.BindFrameBuffer(GLWrapper.DefaultFrameBuffer); callback(image); }); }
protected override void OnOpenGLDraw(object sender, RenderEventArgs args) { fbo.Bind(); GL.Clear(0, 1, 1, 1); GL.Viewport(0, 0, 500, 500); GL.OrthoProj(500, 500); //using (SpriteBatch.BeginScope()) //{ //SpriteBatch.Rect(0, 0, 200, 200, Color.Red); // SpriteBatch.Fan(points.Reverse().ToArray(), color); //} //byte[] pixels = new byte[4]; //GL.ReadPixels(1, 1, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pixels); GL.Disable(GL_CULL_FACE); GL.Enable(GL_DEPTH_TEST); GL.Enable(GL_BLEND); GL.BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); GL.BlendEquation(GL_FUNC_ADD_EXT); GL.DrawText(0, 0, 1, 1, 1, "Segoe UI Light", 80, "Hello Doods"); FrameBuffer.Unbind(GL); GL.Clear(0, 0.6f, 1, 1); GL.Viewport(0, 0, Control.Width, Control.Height); GL.OrthoProj(Control.Width, Control.Height); using (SpriteBatch.BeginScope()) { SpriteBatch.Rect(200, 100, 300, 300, fbo.Texture, Color.White); SpriteBatch.Rect(10, 10, 50, 50, Color.Green); //SpriteBatch.Fan(points.Reverse().ToArray(), color); } }
protected override void OnRenderFrame(FrameEventArgs args) { frameBuffer.Bind(); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); GL.Enable(EnableCap.DepthTest); GL.CullFace(CullFaceMode.Back); //skybox.Use(camera); SceneManager.currentScene?.Render(); FrameBuffer.Unbind(); // EditorWindow(); _controller.GenerateDockspace(EditorWindow); _controller.Render(); GL.Flush(); SwapBuffers(); base.OnRenderFrame(args); }
/// <summary> /// Binds and initialises a <see cref="FrameBuffer"/> if required. /// </summary> /// <param name="frameBuffer">The <see cref="FrameBuffer"/> to bind.</param> /// <returns>A token that must be disposed upon finishing use of <paramref name="frameBuffer"/>.</returns> protected ValueInvokeOnDisposal BindFrameBuffer(FrameBuffer frameBuffer) { if (!frameBuffer.IsInitialized) { frameBuffer.Initialize(true, filteringMode); } if (formats != null) { // These additional render buffers are only required if e.g. depth // or stencil information needs to also be stored somewhere. foreach (var f in formats) { frameBuffer.Attach(f); } } // This setter will also take care of allocating a texture of appropriate size within the frame buffer. frameBuffer.Size = frameBufferSize; frameBuffer.Bind(); return(new ValueInvokeOnDisposal(frameBuffer.Unbind)); }
public void BindTarget( ) { FrameBuffer.Bind( ); }