public void RenderLight <T>(GameObject root, int vertsperdraw) where T : Light { int number = root.GetCount <T>(); if (number > 0) { float[] data = null; int index = 0; root.Foreach <T>((GameObject go, T dl) => { if (index == 0) { data = new float[number * dl.Data.Length]; } float[] lightdata = dl.Data; for (int j = 0; j < lightdata.Length; j++) { data[index] = lightdata[j]; index++; } }); GL.BindBuffer(BufferTarget.UniformBuffer, buffer); GL.BufferData(BufferTarget.UniformBuffer, data.Length * sizeof(float), data, BufferUsageHint.StreamDraw); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, buffer); GL.DrawArraysInstanced(PrimitiveType.Triangles, 0, vertsperdraw, number); } }
//----------------------------------------------------------------------------------------- //Our rendering function protected override void OnRenderFrame(FrameEventArgs e) { GL.Enable(EnableCap.Blend); GL.BlendEquation(BlendEquationMode.FuncAdd); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); // Matrix4 mvp = _projectionMatrix * ... * Matrix4.Identity; //Matrix4 mvp = GetTransform(); //mvp.Transpose(); GL.BindBuffer(BufferTarget.UniformBuffer, Buffers.Name(Buffers.Type.TRANSFORM)); //GL.BufferSubData( BufferTarget.UniformBuffer, IntPtr.Zero, (IntPtr)(sizeof(float) * 16), ref mvp.Row0.X ); GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, (IntPtr)(sizeof(float) * 16), GetTransform()); uint data = 0; GL.BindBuffer(BufferTarget.AtomicCounterBuffer, Buffers.Name(Buffers.Type.ATOMIC_COUNTER)); GL.ClearBufferSubData(BufferTarget.AtomicCounterBuffer, PixelInternalFormat.R8ui, IntPtr.Zero, (IntPtr)sizeof(uint), PixelFormat.Rgba, All.UnsignedInt, (IntPtr)data); GL.ViewportIndexed(0, 0, 0, ClientRectangle.X, ClientRectangle.Y); GL.ClearBuffer(ClearBuffer.Color, 0, new float[] { 0.0f, 0.0f, 0.0f, 1.0f }); GL.UseProgram(_programName); GL.BindVertexArray(_vertexArrayName); GL.BindBufferBase(BufferRangeTarget.AtomicCounterBuffer, 0, Buffers.Name(Buffers.Type.ATOMIC_COUNTER)); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, (int)Bindings.TRANSFORM0, Buffers.Name(Buffers.Type.TRANSFORM)); GL.DrawElementsInstancedBaseVertexBaseInstance(PrimitiveType.Triangles, _ElementData.Length, DrawElementsType.UnsignedShort, (IntPtr)0, 5, 0, 0); SwapBuffers(); }
public void Createssbo(ref int ssbo, float[] data, int bind) { ssbo = GL.GenBuffer(); GL.BindBuffer(BufferTarget.ShaderStorageBuffer, ssbo); GL.BufferData <float>(BufferTarget.ShaderStorageBuffer, data.Length * 4, data, BufferUsageHint.DynamicDraw); GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, bind, ssbo); }
private void BindConstBuffers(GalPipelineState New) { int FreeBinding = OGLShader.ReservedCbufCount; void BindIfNotNull(OGLShaderStage Stage) { if (Stage != null) { foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage) { long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf]; if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle)) { GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, UboHandle); } FreeBinding++; } } } BindIfNotNull(Shader.Current.Vertex); BindIfNotNull(Shader.Current.TessControl); BindIfNotNull(Shader.Current.TessEvaluation); BindIfNotNull(Shader.Current.Geometry); BindIfNotNull(Shader.Current.Fragment); }
public void Bind(int program) { int blockIndex = GL.GetUniformBlockIndex(program, name); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, port, Handle); GL.UniformBlockBinding(program, blockIndex, port); }
public Camera() { gl = GL.GetApi(); Program.Window.OnResize += OnResize; //Program.Window.OnCursorMove += OnCursorMove; //MovementController = new MovementControllerWASD(2.5f, GetDirection); Position = new vec3(0, 0, 3); matricesBuffer = gl.CreateBuffer(); gl.BindBuffer(BufferTargetARB.UniformBuffer, matricesBuffer); gl.BufferData(BufferTargetARB.UniformBuffer, (uint)(3 * sizeof(mat4)), null, BufferUsageARB.StaticDraw); gl.BindBufferBase(BufferTargetARB.UniformBuffer, 0, matricesBuffer); Size windowSize = Program.Window.GetSize(); float aspectRatio = (float)windowSize.Height / (float)windowSize.Width; float orthoSize = 5f; mat4 orthoMatrix = mat4.Ortho(-orthoSize, orthoSize, -orthoSize * aspectRatio, orthoSize * aspectRatio, NearZ, FarZ); ProjectionMatrix = mat4.PerspectiveFov(Util.ToRad(Fov), windowSize.Width, windowSize.Height, NearZ, FarZ); var pm = ProjectionMatrix; gl.BufferSubData(BufferTargetARB.UniformBuffer, 0, (uint)sizeof(mat4), &pm); gl.BufferSubData(BufferTargetARB.UniformBuffer, sizeof(mat4), (uint)sizeof(mat4), &orthoMatrix); }
/// <summary> /// Binds <see cref="GLObject.Id"/> to an indexed buffer target. /// </summary> /// <param name="target">The target for the bind</param> /// <param name="index">The index of the binding point</param> public void BindBase(BufferRangeTarget target, int index) { if (index != -1) { GL.BindBufferBase(target, index, Id); } }
public void Rebind() { if (_implUBO != null) { GL.BindBufferBase(BufferRangeTarget.UniformBuffer, _index, (int)_implUBO !.ObjectHandle); } }
public void bindBuffer(int index, string name, int uboIndex, BufferRangeTarget Target) { int uniformBlockIndex = GL.GetUniformBlockIndex(_program, name); GL.BindBufferBase(Target, index, uboIndex); GL.UniformBlockBinding(_program, uniformBlockIndex, index); }
//----------------------------------------------------------------------------------------- protected override void OnRenderFrame(FrameEventArgs e) { float currentTime = (float)Program.ElapsedTimeSeconds; GL.Viewport(0, 0, Width, Height); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit | MemoryBarrierFlags.AtomicCounterBarrierBit | MemoryBarrierFlags.ShaderStorageBarrierBit); GL.UseProgram(_shaderPrograms.Clear); GL.BindVertexArray(_vao); GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4); GL.UseProgram(_shaderPrograms.Append); Matrix4 modelMatrix = Matrix4.CreateScale(7.0f); Vector3 viewPosition = new Vector3((float)Math.Cos(currentTime * 0.35f) * 120.0f, (float)Math.Cos(currentTime * 0.4f) * 30.0f, (float)Math.Sin(currentTime * 0.35f) * 120.0f); Matrix4 viewMatrix = Matrix4.LookAt(viewPosition, new Vector3(0.0f, 30.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f)); Matrix4 projMatrix = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(50.0f), (float)Width / (float)Height, 0.1f, 1000.0f); Matrix4 mvpMatrix = modelMatrix * viewMatrix * projMatrix; GL.UniformMatrix4(_uniformNames.mvp, false, ref mvpMatrix); uint zero = 0; GL.BindBufferBase(BufferRangeTarget.AtomicCounterBuffer, 0, _buffers.AtomicCounter); GL.BufferSubData(BufferTarget.AtomicCounterBuffer, IntPtr.Zero, (IntPtr)sizeof(uint), ref zero); GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _buffers.Fragment); GL.BindImageTexture(0, _textures.HeadPointerImage, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.R32ui); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit | MemoryBarrierFlags.AtomicCounterBarrierBit | MemoryBarrierFlags.ShaderStorageBarrierBit); _models.Dragon.Render(); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit | MemoryBarrierFlags.AtomicCounterBarrierBit | MemoryBarrierFlags.ShaderStorageBarrierBit); GL.UseProgram(_shaderPrograms.Resolve); GL.BindVertexArray(_vao); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit | MemoryBarrierFlags.AtomicCounterBarrierBit | MemoryBarrierFlags.ShaderStorageBarrierBit); GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4); SwapBuffers(); }
public void SquishGrassSwing(Vector4 swinger) { if (!TheClient.CVars.r_compute.ValueB) { return; } Location spos = new Location(swinger.X, swinger.Y, swinger.Z); double maxdist = (swinger.W + Chunk.CHUNK_SIZE) * (swinger.W + Chunk.CHUNK_SIZE) * 4; GL.UseProgram(Shader_Compute_Grass_Swing); foreach (Chunk chk in LoadedChunks.Values) { Location cwor = chk.WorldPosition.ToLocation() * Chunk.CHUNK_SIZE; Location wpos = cwor + new Location(Chunk.CHUNK_SIZE * 0.5); if (chk.Plant_C > 0 && chk.Plant_VAO > 0 && wpos.DistanceSquared(spos) < maxdist) { Location relp = spos - cwor; GL.Uniform1(11, (uint)chk.Plant_C); GL.Uniform4(12, new Vector4(ClientUtilities.Convert(relp), swinger.W)); GL.Uniform1(13, (float)GlobalTickTimeLocal); GL.Uniform1(14, (float)Delta); GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, chk.Plant_VBO_Pos); GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, chk.Plant_VBO_Tcs); GL.DispatchCompute(chk.Plant_C / 90 + 1, 1, 1); } } GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 1, 0); GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 2, 0); GraphicsUtil.CheckError("Squishing Grass"); }
public void ActivateBind(int index) { Activate(); BufferRangeTarget target = (BufferRangeTarget)BufferTarget; GL.BindBufferBase(target, index, _bufferId); }
public void SetBuffer(uint index, IBuffer buffer) { if (transformFeedbackBuffers[index] == buffer) { return; } context.Bindings.TransformFeedback.Set(this); GL.BindBufferBase((int)BufferTarget.TransformFeedback, index, buffer.SafeGetHandle()); transformFeedbackBuffers[index] = buffer; if (buffer != null) { if (index >= enabledBufferRange) { enabledBufferRange = index + 1; } } else { if (index == enabledBufferRange - 1) { while (enabledBufferRange > 0 && transformFeedbackBuffers[enabledBufferRange - 1] == null) { enabledBufferRange--; } } } }
private void BindOrCreateShaderUniform(ref DrawCommand command) { // If the uniform was already buffered, we'll just reuse that buffered uniform // Currently these material uniforms never change at runtime - if this changes // there will have to be some sort of invalidation to ensure they're updated if (command.ShaderUniformHandle != -1) { if (command.ShaderUniformHandle != currentlyBoundShaderUniform) { GL.BindBufferBase(BufferRangeTarget.UniformBuffer, UniformIndices.Shader, command.ShaderUniformHandle); } } else { if (MaterialUniforms.TryGetValue(command.Mesh.Material, out var uniforms) == false) { uniforms = new int[(int)Shader.MAX_VALUE]; MaterialUniforms[command.Mesh.Material] = uniforms; } var bindings = SetupTextures(command.Mesh.Material); command.ShaderUniformHandle = GenerateShaderUniform(command, bindings); uniforms[(int)activeShader] = command.ShaderUniformHandle; } }
public override void Bind() { base.Bind(); // Debug.Assert(UniformBufferBlockIndex != -1); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, UniformBufferBlockIndex, bufferObject); }
/// <summary> /// Activates the bind. /// </summary> /// <param name="index">The index.</param> public void ActivateBind(int index) //todo: more than one bound buffer is not working, but have different indices; test: glUniformBlockBinding { Activate(); BufferRangeTarget target = (BufferRangeTarget)BufferTarget; GL.BindBufferBase(target, index, bufferID); }
private unsafe void CreateMiscGLObjects() { // Quad drawing. { var quadVertices = new[] { new Vertex2D(1, 0, 1, 1), new Vertex2D(0, 0, 0, 1), new Vertex2D(1, 1, 1, 0), new Vertex2D(0, 1, 0, 0) }; QuadVBO = new GLBuffer <Vertex2D>(this, BufferTarget.ArrayBuffer, BufferUsageHint.StaticDraw, quadVertices, nameof(QuadVBO)); QuadVAO = new GLHandle((uint)GL.GenVertexArray()); GL.BindVertexArray(QuadVAO.Handle); ObjectLabelMaybe(ObjectLabelIdentifier.VertexArray, QuadVAO, nameof(QuadVAO)); // Vertex Coords GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 0); GL.EnableVertexAttribArray(0); // Texture Coords. GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 2 * sizeof(float)); GL.EnableVertexAttribArray(1); } // Batch rendering { BatchVBO = new GLBuffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw, Vertex2D.SizeOf * BatchVertexData.Length, nameof(BatchVBO)); BatchVAO = new GLHandle(GL.GenVertexArray()); GL.BindVertexArray(BatchVAO.Handle); ObjectLabelMaybe(ObjectLabelIdentifier.VertexArray, BatchVAO, nameof(BatchVAO)); // Vertex Coords GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 0); GL.EnableVertexAttribArray(0); // Texture Coords. GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 2 * sizeof(float)); GL.EnableVertexAttribArray(1); BatchEBO = new GLBuffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw, sizeof(ushort) * BatchIndexData.Length, nameof(BatchEBO)); } ProjViewUBO = new GLBuffer(this, BufferTarget.UniformBuffer, BufferUsageHint.StreamDraw, nameof(ProjViewUBO)); ProjViewUBO.Reallocate(sizeof(ProjViewMatrices)); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, ProjViewBindingIndex, ProjViewUBO.ObjectHandle); UniformConstantsUBO = new GLBuffer(this, BufferTarget.UniformBuffer, BufferUsageHint.StreamDraw, nameof(UniformConstantsUBO)); UniformConstantsUBO.Reallocate(sizeof(UniformConstants)); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, UniformConstantsBindingIndex, UniformConstantsUBO.ObjectHandle); EntityPostRenderTarget = CreateRenderTarget(Vector2i.One * 4 * EyeManager.PIXELSPERMETER, RenderTargetColorFormat.Rgba8Srgb, name: nameof(EntityPostRenderTarget), hasStencilBuffer: true); }
private void BindUniformBuffers(int ProgramHandle) { int FreeBinding = 0; int BindUniformBuffersIfNotNull(ShaderStage Stage) { if (Stage != null) { foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage) { OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle); FreeBinding++; } } return(FreeBinding); } BindUniformBuffersIfNotNull(Current.Vertex); BindUniformBuffersIfNotNull(Current.TessControl); BindUniformBuffersIfNotNull(Current.TessEvaluation); BindUniformBuffersIfNotNull(Current.Geometry); BindUniformBuffersIfNotNull(Current.Fragment); }
private void BindConstBuffers(GalPipelineState New) { int freeBinding = OglShader.ReservedCbufCount; void BindIfNotNull(OglShaderStage stage) { if (stage != null) { foreach (CBufferDescriptor desc in stage.ConstBufferUsage) { long key = New.ConstBufferKeys[(int)stage.Type][desc.Slot]; if (key != 0 && _buffer.TryGetUbo(key, out int uboHandle)) { GL.BindBufferBase(BufferRangeTarget.UniformBuffer, freeBinding, uboHandle); } freeBinding++; } } } BindIfNotNull(_shader.Current.Vertex); BindIfNotNull(_shader.Current.TessControl); BindIfNotNull(_shader.Current.TessEvaluation); BindIfNotNull(_shader.Current.Geometry); BindIfNotNull(_shader.Current.Fragment); }
public void bindStorageBuffer(int bufferId, int location) { if (myBoundStorageBuffers[location] != bufferId) { GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, location, bufferId); myBoundStorageBuffers[location] = bufferId; } }
public void bindUniformBuffer(int bufferId, int location) { if (myBoundUniformBuffers[location] != bufferId) { GL.BindBufferBase(BufferRangeTarget.UniformBuffer, location, bufferId); myBoundUniformBuffers[location] = bufferId; } }
public override void Use() { GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 4, ssbo0); GL.UseProgram(Handle); GL.DispatchCompute(groups, 1, 1); GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit); }
/// <summary> /// Unbinds any buffer from this binding point. /// </summary> public void Unbind() { if (!Active) { return; } GL.BindBufferBase(BindingTarget, Binding, 0); }
public override void Bind() { GL.BindBuffer(BufferTarget.UniformBuffer, _buffer); GL.BufferData(BufferTarget.UniformBuffer, sizeof(Light) * MAX_LIGHTS, LightData, BufferUsageHint.DynamicDraw); GL.BindBuffer(BufferTarget.UniformBuffer, 0); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, _bindingpoint, _buffer); GL.UniformBlockBinding(Program.ID, _index, _bindingpoint); }
public void Initialize(Renderer renderer) { _supportBuffer = new SupportBufferUpdater(renderer); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As <BufferHandle, int>(ref _supportBuffer.Handle)); _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount); _supportBuffer.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount); }
public void Initialize() { _supportBuffer = Buffer.Create(SupportBuffer.RequiredSize); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As <BufferHandle, int>(ref _supportBuffer)); SetSupportBufferData <Vector4 <int> >(SupportBuffer.FragmentIsBgraOffset, _fpIsBgra, SupportBuffer.FragmentIsBgraCount); SetSupportBufferData <Vector4 <float> >(SupportBuffer.FragmentRenderScaleOffset, _renderScale, SupportBuffer.RenderScaleMaxCount); }
public static void UnbindIdentity(int binding, int oldBinding = -1) { GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, binding, 0); if (oldBinding >= 0) { GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, oldBinding, 0); } }
/// <summary> /// Initialises a new <see cref="UniformBuffer{Data}"/> instance. /// </summary> public UniformBuffer() : base(BufferTarget.UniformBuffer, 1) { m_bindingPoint = BlockManager.GetBindingPoint(typeof(TData).Name); m_count = 1; GL.BindBufferBase(BufferRangeTarget.UniformBuffer, m_bindingPoint, this); }
public static void SetUniformBufferBinding(UniformBuffer buf, int index) { if (buf == null) { return; } GL.BindBufferBase(BufferRangeTarget.UniformBuffer, index, (int)buf); }
public override void UnbindMotion(int binding, int oldBinding = -1) { GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, binding, 0); if (oldBinding >= 0) { GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, oldBinding, 0); } }