protected void CreateBuffersIfNeeded() { if (resizeProcessor == null) { resizeProcessor = new PreviewProcessor(); } if (renderBuff == null) { renderBuff = new GLRenderBuffer(); renderBuff.Bind(); renderBuff.SetBufferStorageAsDepth(4096, 4096); GLRenderBuffer.Unbind(); } if (colorBuff == null) { //colorbuff part of the framebuffer is always Rgba32f to support all texture formats //that could be rendered into it colorBuff = new GLTextuer2D(PixelInternalFormat.Rgba32f); colorBuff.Bind(); colorBuff.SetData(IntPtr.Zero, PixelFormat.Rgba, 4096, 4096); colorBuff.Nearest(); colorBuff.Repeat(); GLTextuer2D.Unbind(); } if (frameBuff == null) { frameBuff = new GLFrameBuffer(); frameBuff.Bind(); frameBuff.AttachColor(colorBuff); frameBuff.AttachDepth(renderBuff); IGL.Primary.DrawBuffers(new int[] { (int)DrawBufferMode.ColorAttachment0 }); IGL.Primary.ReadBuffer((int)ReadBufferMode.ColorAttachment0); if (!frameBuff.IsValid) { var status = IGL.Primary.CheckFramebufferStatus((int)FramebufferTarget.Framebuffer); GLFrameBuffer.Unbind(); return; } GLFrameBuffer.Unbind(); } }
public void Process(int width, int height, GLTextuer2D tex, GLTextuer2D source, GLTextuer2D output) { base.Process(width, height, tex, output); if (Shader != null && PreShader != null) { GLTextuer2D temp = new GLTextuer2D(output.InternalFormat); temp.Bind(); temp.SetData(IntPtr.Zero, PixelFormat.Rgba, width, height); temp.Linear(); temp.Repeat(); GLTextuer2D.Unbind(); GLTextuer2D temp2 = new GLTextuer2D(output.InternalFormat); temp2.Bind(); temp2.SetData(IntPtr.Zero, PixelFormat.Rgba, width, height); temp2.Linear(); temp2.Repeat(); GLTextuer2D.Unbind(); GLTextuer2D temp3 = new GLTextuer2D(PixelInternalFormat.Rgba32f); temp3.Bind(); temp3.SetData(IntPtr.Zero, PixelFormat.Rgba, width + 1, height + 1); temp3.Nearest(); temp3.ClampToEdge(); GLTextuer2D.Unbind(); ResizeViewTo(tex, temp, tex.Width, tex.Height, width, height); IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit)); if (source != null) { ResizeViewTo(source, temp2, source.Width, source.Height, width, height); } IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit)); tex = temp; PreShader.Use(); output.Bind(); output.BindAsImage(0, true, true); tex.Bind(); tex.BindAsImage(1, true, true); temp2.Bind(); temp2.BindAsImage(2, true, true); temp3.Bind(); temp3.BindAsImage(3, true, true); PreShader.SetUniform("width", (float)width); PreShader.SetUniform("height", (float)height); PreShader.SetUniform("sourceOnly", SourceOnly); PreShader.SetUniform("maxDistance", Distance); //stage 1 convert temp input range //into proper format //for dt PreShader.SetUniform("stage", (int)0); IGL.Primary.DispatchCompute(width / 8, height / 8, 1); Shader.Use(); output.Bind(); output.BindAsImage(0, true, true); tex.Bind(); tex.BindAsImage(1, true, true); temp2.Bind(); temp2.BindAsImage(2, true, true); temp3.Bind(); temp3.BindAsImage(3, true, true); Shader.SetUniform("width", (float)width); Shader.SetUniform("height", (float)height); Shader.SetUniform("sourceOnly", SourceOnly); Shader.SetUniform("maxDistance", Distance); //stage 2 run column transform Shader.SetUniform("stage", (int)0); IGL.Primary.DispatchCompute(width / 8, 1, 1); //stage 3 run row transform Shader.SetUniform("stage", (int)1); IGL.Primary.DispatchCompute(height / 8, 1, 1); PreShader.Use(); output.Bind(); output.BindAsImage(0, true, true); tex.Bind(); tex.BindAsImage(1, true, true); temp2.Bind(); temp2.BindAsImage(2, true, true); temp3.Bind(); temp3.BindAsImage(3, true, true); PreShader.SetUniform("width", (float)width); PreShader.SetUniform("height", (float)height); PreShader.SetUniform("sourceOnly", SourceOnly); PreShader.SetUniform("maxDistance", Distance); //stage 4 finalize with sqrt() etc PreShader.SetUniform("stage", (int)1); IGL.Primary.DispatchCompute(width / 8, height / 8, 1); GLTextuer2D.UnbindAsImage(0); GLTextuer2D.UnbindAsImage(1); GLTextuer2D.UnbindAsImage(2); GLTextuer2D.UnbindAsImage(3); GLTextuer2D.Unbind(); temp.Release(); temp2.Release(); temp3.Release(); } }