示例#1
0
        private void PlatformGetData <T>(int level, Rectangle?rect, T[] data, int startIndex, int elementCount) where T : struct
        {
            Rectangle r;

            if (rect.HasValue)
            {
                r = rect.Value;
            }
            else
            {
                r = new Rectangle(0, 0, Width, Height);
            }

            int rWidth  = r.Width;
            int rHeight = r.Height;

            var sz = 4;

            // Loop through and extract the data but we need to load it
            var dataRowColOffset = 0;

            var pixelOffset = 0;
            var result      = new Color(0, 0, 0, 0);

            byte[] imageInfo = new byte[(rWidth * rHeight) * sz];

            ImageRect   old_scissor      = GraphicsDevice.Context.GetScissor();
            ImageRect   old_viewport     = GraphicsDevice.Context.GetViewport();
            FrameBuffer old_frame_buffer = GraphicsDevice.Context.GetFrameBuffer();

            ColorBuffer color_buffer = new ColorBuffer(rWidth, rHeight, PixelFormat.Rgba);
            FrameBuffer frame_buffer = new FrameBuffer();

            frame_buffer.SetColorTarget(color_buffer);

            GraphicsDevice.Context.SetFrameBuffer(frame_buffer);

            GraphicsDevice.Context.SetTexture(0, this._texture2D);
            GraphicsDevice.Context.ReadPixels(imageInfo, PixelFormat.Rgba, 0, 0, rWidth, rHeight);

            GraphicsDevice.Context.SetFrameBuffer(old_frame_buffer);
            GraphicsDevice.Context.SetScissor(old_scissor);
            GraphicsDevice.Context.SetViewport(old_viewport);

            for (int y = r.Top; y < rHeight; y++)
            {
                for (int x = r.Left; x < rWidth; x++)
                {
                    dataRowColOffset = ((y * r.Width) + x);

                    pixelOffset = dataRowColOffset * sz;
                    result.R    = imageInfo[pixelOffset];
                    result.G    = imageInfo[pixelOffset + 1];
                    result.B    = imageInfo[pixelOffset + 2];
                    result.A    = imageInfo[pixelOffset + 3];

                    data[dataRowColOffset] = (T)(object)result;
                }
            }
        }
示例#2
0
        public Color[] ReadColors()
        {
            var colors = new Color[ColorBuffer.count];

            ColorBuffer.GetData(colors);
            return(colors);
        }
示例#3
0
        /// Simplified to be single-threaded and blocking
        private unsafe static void Bilinear(
            Color32[] texColors, int texWidth, int texHeight,
            Color32[] newColors, int newWidth, int newHeight)
        {
            // A single pass of bilinear filtering blends 4 pixels together,
            // so don't try to reduce by more than a factor of 2 per iteration
            Debug.Assert(newWidth * newHeight == newColors.Length);

            fixed(Color32 *pTex = texColors)
            {
                ColorBuffer cur = new ColorBuffer(texColors, pTex, texWidth, texHeight);

                while (true)
                {
                    int tmpWidth  = moveTowardsLog(cur.width, newWidth);
                    int tmpHeight = moveTowardsLog(cur.height, newHeight);
                    if (newColors.Length == tmpWidth * tmpHeight)
                    {
                        fixed(Color32 *pNew = newColors)
                        {
                            SinglePassBilinear(cur.array, cur.length, cur.width, cur.height,
                                               pNew, newColors.Length, newWidth, newHeight);
                        }

                        return;
                    }

                    ColorBuffer tmp = new ColorBuffer(tmpWidth, tmpHeight);
                    SinglePassBilinear(cur.array, cur.length, cur.width, cur.height,
                                       tmp.array, tmp.length, tmp.width, tmp.height);
                    cur.Deallocate();
                    cur = tmp;
                }
            }
        }
示例#4
0
    public virtual void OnFillColor(ColorBuffer buffer, RectInt fillRect, RectInt clearRect)
    {
        if (buffer != null && m_TargetTexture != null && buffer.IsVaild)
        {
            m_TargetTexture.LoadRawTextureData <Color32>(buffer.OriginArray);
            m_TargetTexture.Apply();
        }

        /*
         * bool isTexChg = false;
         * if (m_Device != null && buffer != null && m_TargetTexture != null) {
         *  if ((clearRect.width > 0) && (clearRect.height > 0)) {
         *      for (int r = clearRect.yMin; r < clearRect.yMax; ++r) {
         *          for (int c = clearRect.xMin; c < clearRect.xMax; ++c) {
         *              m_TargetTexture.SetPixel(c, r, m_Device.ClearColor);
         *          }
         *      }
         *      isTexChg = true;
         *  }
         *
         *
         *  if ((fillRect.width > 0) && (fillRect.height > 0)) {
         *      for (int r = fillRect.yMin; r < fillRect.yMax; ++r) {
         *          for (int c = fillRect.xMin; c < fillRect.xMax; ++c) {
         *              m_TargetTexture.SetPixel(c, r, buffer.GetItem(c, r));
         *          }
         *      }
         *      isTexChg = true;
         *  }
         *
         *  if (isTexChg)
         *      m_TargetTexture.Apply();
         * }*/
    }
示例#5
0
        public void ChangeKeyboard()
        {
            var colors = new ColorBuffer[] {
                Section1,
                Section2,
                Section3,
                Section4
            };

            KeyboardModel myKeyboardModel = new KeyboardModel
            {
                function        = "SetEffectALL",
                mode            = "Lighting",
                effect          = "Single",
                light           = Dim,
                speed           = "0",
                direction       = "None",
                nv_save         = "NOT_SAVE",
                backgroundcolor = 1,
                alphabet        = "",
                solution        = 0,
                level           = 0,
                powerstatus     = 1,
                type            = 0,
                color           = new Color()
                {
                    isCircular  = true,
                    ColorBlocks = colors.Count(),
                    ColorBuffer = colors
                }
            };

            mQTTDatsService.PublishTopic("Keyboard/Ctrl", myKeyboardModel);
        }
示例#6
0
        private void UpdateImage()
        {
            if (!_dirty)
            {
                return;
            }

            if (_colorBuffer == null ||
                _colorBuffer.Width != Map.Width ||
                _colorBuffer.Height != Map.Height)
            {
                _colorBuffer = new ColorBuffer(Map.Width, Map.Height);
            }

            // Bottom layer
            UpdateLayer(tile => !_secondLayerTiles.Contains(tile.Info.Id));

            // Top layer
            UpdateLayer(tile => _secondLayerTiles.Contains(tile.Info.Id));

            var texture = _colorBuffer.CreateTexture2D(MyraEnvironment.GraphicsDevice);

            _image = new TextureRegion(texture);

            _dirty = false;
        }
示例#7
0
文件: Plugin.cs 项目: dstiert/Myra
        public override void OnLoad()
        {
            // Create resource asset resolver
            var assetResolver = new ResourceAssetResolver(GetType().Assembly, "Myra.Samples.Plugin.LibGDX.Resources.");

            // Load image containing font & ui spritesheet
            var colorBuffer = ColorBuffer.FromStream(assetResolver.Open("ui_stylesheet_image.png"));

            colorBuffer.PremultiplyAlpha();

            var texture = colorBuffer.CreateTexture2D();

            // Load ui text atlas
            var textureAtlas = TextureRegionAtlas.FromGDX(assetResolver.ReadAsString("ui_stylesheet_atlas.atlas"),
                                                          s => texture);

            // Load ui font(s)
            var font = SpriteFontHelper.LoadFromFnt(assetResolver.ReadAsString("ui_font.fnt"),
                                                    textureAtlas["default"]);

            // Load stylesheet
            var stylesheet = Stylesheet.CreateFromSource(assetResolver.ReadAsString("ui_stylesheet.json"),
                                                         s => textureAtlas[s],
                                                         s => font);

            Stylesheet.Current = stylesheet;
        }
示例#8
0
        public void Prepare(int width, int height, int samples)
        {
            if (Width == width && Height == height && Samples == samples)
            {
                return;
            }

            Width   = width;
            Height  = height;
            Samples = samples;

            Framebuffer.Detach(FramebufferAttachmentPoint.Color0);
            Framebuffer.Detach(FramebufferAttachmentPoint.DepthStencil);

            ColorBuffer?.Dispose();
            DepthBuffer?.Dispose();
            ResolvedTex?.Dispose();

            ColorBuffer = infra.GlContext.Create.Renderbuffer(width, height, Format.Srgb8Alpha8, samples);
            DepthBuffer = infra.GlContext.Create.Renderbuffer(width, height, Format.Depth24Stencil8, samples);
            ResolvedTex = infra.GlContext.Create.Texture2D(width, height, GraphicsHelper.TextureMipCount(width, height), Format.Srgb8Alpha8);

            Framebuffer.AttachRenderbuffer(FramebufferAttachmentPoint.Color0, ColorBuffer);
            Framebuffer.AttachRenderbuffer(FramebufferAttachmentPoint.DepthStencil, DepthBuffer);
        }
示例#9
0
 public void Dispose()
 {
     resolveFramebuffer?.Dispose();
     Framebuffer?.Dispose();
     ColorBuffer?.Dispose();
     DepthBuffer?.Dispose();
     ResolvedTex?.Dispose();
 }
示例#10
0
 public override void init()
 {
     c1       = pool.GetBuffer();
     normal   = Random.onUnitSphere;
     border   = randomColor(.1f);
     position = 1.2f;
     speed    = Random.value * 0.3f + 0.05f;
 }
示例#11
0
        public BufferPointer GetBufferRenderer(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                using (var buffer = new PositionBuffer(varNameInShader))
                {
                    buffer.Alloc(positions.Count);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < positions.Count; i++)
                        {
                            array[i] = positions[i];
                        }
                    }

                    return(buffer.GetBufferPtr());
                }
            }
            else if (bufferName == strColor)
            {
                using (var buffer = new ColorBuffer(varNameInShader))
                {
                    buffer.Alloc(normals.Count);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < normals.Count; i++)
                        {
                            array[i] = normals[i];
                        }
                    }

                    return(buffer.GetBufferPtr());
                }
            }
            else if (bufferName == strNormal)
            {
                using (var buffer = new NormalBuffer(varNameInShader))
                {
                    buffer.Alloc(normals.Count);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < normals.Count; i++)
                        {
                            array[i] = normals[i];
                        }
                    }

                    return(buffer.GetBufferPtr());
                }
            }
            else
            {
                return(null);
            }
        }
示例#12
0
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                using (var buffer = new PositionBuffer(varNameInShader))
                {
                    buffer.Alloc(positions.Length);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < positions.Length; i++)
                        {
                            array[i] = positions[i];
                        }
                    }

                    return(buffer.GetBufferPtr() as PropertyBufferPtr);
                }
            }
            else if (bufferName == strColor)
            {
                using (var buffer = new ColorBuffer(varNameInShader))
                {
                    buffer.Alloc(colors.Length);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < colors.Length; i++)
                        {
                            array[i] = colors[i];
                        }
                    }

                    return(buffer.GetBufferPtr() as PropertyBufferPtr);
                }
            }
            else if (bufferName == strNormal)
            {
                using (var buffer = new NormalBuffer(varNameInShader))
                {
                    buffer.Alloc(normals.Length);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < normals.Length; i++)
                        {
                            array[i] = normals[i];
                        }
                    }

                    return(buffer.GetBufferPtr() as PropertyBufferPtr);
                }
            }
            else
            {
                return(null);
            }
        }
示例#13
0
        public GrahpicsBuffer(int width, int height)
        {
            Width = width;
            Height = height;

            ZBuffer = new float?[width, height];
            CharacterBuffer = new CharacterBuffer(width, height);
            ColorBuffer = new ColorBuffer(width, height);
        }
示例#14
0
        public GrahpicsBuffer(int width, int height)
        {
            Width  = width;
            Height = height;

            ZBuffer         = new float?[width, height];
            CharacterBuffer = new CharacterBuffer(width, height);
            ColorBuffer     = new ColorBuffer(width, height);
        }
示例#15
0
        private void button1_Click(object sender, EventArgs e)
        {
            colorDialog1.FullOpen = true;
            colorDialog1.ShowDialog();
            var result = colorDialog1.Color;

            panel1.BackColor = result;
            Section1         = Section2 = Section3 = Section4 = new ColorBuffer(result.R, result.G, result.B);
            Thread.Sleep(200);
            ChangeKeyboard();
        }
示例#16
0
 public ColorBuffer GetBuffer()
 {
     if (Pool.Count > 0)
     {
         ColorBuffer item = Pool[0];
         Pool.Remove(item);
         return(item);
     }
     maxcount++;
     return(new ColorBuffer());
 }
            public void Dispose()
            {
                if (ColorBuffer != null)
                {
                    ColorBuffer.Release();
                }

                if (AlphaBuffer != null)
                {
                    AlphaBuffer.Release();
                }
            }
示例#18
0
        public int AddTextureBuffer()
        {
            var t = new ColorBuffer();
            GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, m_fboId);
            GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt,
                FramebufferAttachment.ColorAttachment0 + m_buffers.Count, TextureTarget.Texture2D, t.TextureId, 0);
            GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0);

            m_buffers.Add(t);
            Check();
            return t.TextureId;
        }
示例#19
0
        public int AddTextureBuffer()
        {
            var t = new ColorBuffer();

            GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, m_fboId);
            GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt,
                                        FramebufferAttachment.ColorAttachment0 + m_buffers.Count, TextureTarget.Texture2D, t.TextureId, 0);
            GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0);

            m_buffers.Add(t);
            Check();
            return(t.TextureId);
        }
示例#20
0
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                using (var positionBuffer = new PositionBuffer(varNameInShader))
                {
                    positionBuffer.Alloc(1);
                    unsafe
                    {
                        var positionArray = (CubePosition *)positionBuffer.FirstElement();
                        positionArray[0] = this.position;
                    }

                    return(positionBuffer.GetBufferPtr() as PropertyBufferPtr);
                }
            }
            else if (bufferName == strColor)
            {
                using (var colorBuffer = new ColorBuffer(varNameInShader))
                {
                    colorBuffer.Alloc(1);
                    unsafe
                    {
                        var colorArray = (CubeColor *)colorBuffer.FirstElement();
                        colorArray[0] = this.color;
                    }

                    return(colorBuffer.GetBufferPtr() as PropertyBufferPtr);
                }
            }
            else if (bufferName == strNormal)
            {
                using (var normalBuffer = new NormalBuffer(varNameInShader))
                {
                    normalBuffer.Alloc(1);
                    unsafe
                    {
                        var normalArray = (CubeNormal *)normalBuffer.FirstElement();
                        normalArray[0] = this.normal;
                    }

                    return(normalBuffer.GetBufferPtr() as PropertyBufferPtr);
                }
            }
            else
            {
                return(null);
            }
        }
示例#21
0
    private static void ExtractColorImage(NuiLockedRect buf, ref Color32[] colorImage)
    {
        ColorBuffer cb          = (ColorBuffer)Marshal.PtrToStructure(buf.pBits, typeof(ColorBuffer));
        int         totalPixels = Constants.ImageWidth * Constants.ImageHeight;

        for (int pix = 0; pix < totalPixels; pix++)
        {
            int ind = totalPixels - pix - 1;

            colorImage[ind].r = cb.pixels[pix].r;
            colorImage[ind].g = cb.pixels[pix].g;
            colorImage[ind].b = cb.pixels[pix].b;
            colorImage[ind].a = 255;
        }
    }
示例#22
0
    private Color32[] extractColorImage(NuiImageBuffer buf)
    {
        int totalPixels = buf.m_Width * buf.m_Height;

        Color32[]   colorBuf = colorImage;
        ColorBuffer cb       = (ColorBuffer)Marshal.PtrToStructure(buf.m_pBuffer, typeof(ColorBuffer));

        for (int pix = 0; pix < totalPixels; pix++)
        {
            colorBuf[pix].r = cb.pixels[pix].r;
            colorBuf[pix].g = cb.pixels[pix].g;
            colorBuf[pix].b = cb.pixels[pix].b;
        }
        return(colorBuf);
    }
示例#23
0
        public void DrawPoint(Vector a, Color color)
        {
            var t = SpaceToNormalized(a);

            if (t.Z < -1 || t.Z > 1)
            {
                return;
            }
            var A = NormalizedToScreen(t);

            if (ShouldBeDrawn(A))
            {
                ColorBuffer.SetPixel((int)Math.Ceiling(A.X), (int)Math.Ceiling(A.Y), color);
            }
        }
示例#24
0
    private Color32[] extractColorImage(NuiLockedRect buf)
    {
        int totalPixels = 640 * 480;

        Color32[]   colorBuf = colorImage;
        ColorBuffer cb       = (ColorBuffer)Marshal.PtrToStructure(buf.pBits, typeof(ColorBuffer));

        for (int pix = 0; pix < totalPixels; pix++)
        {
            colorBuf[pix].r = cb.pixels[pix].r;
            colorBuf[pix].g = cb.pixels[pix].g;
            colorBuf[pix].b = cb.pixels[pix].b;
        }
        return(colorBuf);
    }
示例#25
0
        public Objects.VertexBuffers.BufferRenderer GetColorBufferRenderer(string varNameInShader)
        {
            using (var buffer = new ColorBuffer(varNameInShader))
            {
                buffer.Alloc(colors.Length);
                unsafe
                {
                    var array = (GlyphColor *)buffer.FirstElement();
                    for (int i = 0; i < colors.Length; i++)
                    {
                        array[i] = colors[i];
                    }
                }

                return(buffer.GetRenderer());
            }
        }
示例#26
0
        /// <summary>
        /// Called when [create render target and depth buffers].
        /// </summary>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <returns></returns>
        protected override ShaderResourceViewProxy OnCreateBackBuffer(int width, int height)
        {
            if (swapChain == null || swapChain.IsDisposed)
            {
                swapChain = CreateSwapChain(surfacePtr);
            }
            else
            {
                swapChain.ResizeBuffers(swapChain.Description1.BufferCount, TargetWidth, TargetHeight, swapChain.Description.ModeDescription.Format, swapChain.Description.Flags);
            }
            var backBuffer = Collect(new ShaderResourceViewProxy(Device, Texture2D.FromSwapChain <Texture2D>(swapChain, 0)));
            var sampleDesc = swapChain.Description1.SampleDescription;

            ColorBuffer.CreateRenderTargetView();
            d2dTarget = Collect(new D2DTargetProxy());
            d2dTarget.Initialize(swapChain, DeviceContext2D);
            return(backBuffer);
        }
示例#27
0
        public CSharpGL.Objects.VertexBuffers.BufferRenderer GetColorBufferRenderer(string varNameInShader)
        {
            using (var buffer = new ColorBuffer(varNameInShader))
            {
                vec3[] colors = this.model.colors;
                buffer.Alloc(colors.Length);
                unsafe
                {
                    vec3 *header = (vec3 *)buffer.FirstElement();
                    for (int i = 0; i < colors.Length; i++)
                    {
                        header[i] = colors[i];
                    }
                }

                return(buffer.GetRenderer());
            }
        }
示例#28
0
        protected void Dispose(bool disposing)
        {
            if (disposing)
            {
                PositionBuffer?.Dispose();
                NormalBuffer?.Dispose();
                TangentBuffer?.Dispose();
                TexCoordBuffer?.Dispose();
                TexCoord2Buffer?.Dispose();
                ColorBuffer?.Dispose();

                foreach (var indexTable in IndexTables)
                {
                    indexTable.Dispose();
                }
            }

            GL.DeleteVertexArray(VertexArrayID);
        }
示例#29
0
        public void Update(float[] vertices, uint[] indexes, float[] colors, float[] normals)
        {
            Bind();

            ElementBuffer.Bind();
            ElementBuffer.SetData(sizeof(uint) * indexes.Length, indexes);

            VertexBuffer.Bind();
            VertexBuffer.SetData(sizeof(float) * vertices.Length, vertices);

            ColorBuffer.Bind();
            ColorBuffer.SetData(sizeof(float) * colors.Length, colors);

            NormalBuffer.Bind();
            NormalBuffer.SetData(sizeof(float) * normals.Length, normals);

            VertexCount = indexes.Length;

            Unbind();
        }
示例#30
0
    //public static bool PollColor(IntPtr colorStreamHandle, ref byte[] videoBuffer, ref Color32[] colorImage)
    public static bool PollColor(IntPtr colorStreamHandle, ref Color32[] colorImage)
    {
        IntPtr imageFramePtr = IntPtr.Zero;
        bool   newColor      = false;

        int hr = KinectWrapper.NuiImageStreamGetNextFrame(colorStreamHandle, 0, ref imageFramePtr);

        if (hr == 0)
        {
            newColor = true;

            NuiImageFrame    imageFrame   = (NuiImageFrame)Marshal.PtrToStructure(imageFramePtr, typeof(NuiImageFrame));
            INuiFrameTexture frameTexture = (INuiFrameTexture)Marshal.GetObjectForIUnknown(imageFrame.pFrameTexture);

            NuiLockedRect lockedRectPtr = new NuiLockedRect();
            IntPtr        r             = IntPtr.Zero;

            frameTexture.LockRect(0, ref lockedRectPtr, r, 0);

            ColorBuffer cb          = (ColorBuffer)Marshal.PtrToStructure(lockedRectPtr.pBits, typeof(ColorBuffer));
            int         totalPixels = Constants.ColorImageWidth * Constants.ColorImageHeight;

            for (int pix = 0; pix < totalPixels; pix++)
            {
                int ind = pix;                 // totalPixels - pix - 1;
                colorImage[ind].r = cb.pixels[pix].r;
                colorImage[ind].g = cb.pixels[pix].g;
                colorImage[ind].b = cb.pixels[pix].b;
                colorImage[ind].a = 255;
//				videoBuffer[4 * ind] = cb.pixels[pix].b;
//				videoBuffer[4 * ind + 1] = cb.pixels[pix].g;
//				videoBuffer[4 * ind + 2] = cb.pixels[pix].r;
//				videoBuffer[4 * ind + 3] = 255;
            }

            frameTexture.UnlockRect(0);
            hr = KinectWrapper.NuiImageStreamReleaseFrame(colorStreamHandle, imageFramePtr);
        }

        return(newColor);
    }
示例#31
0
        CSharpGL.Objects.VertexBuffers.BufferPointer IConvert2BufferPointer.GetBufferRenderer(string bufferName, string varNameInShader)
        {
            if (bufferName == strposition)
            {
                using (var buffer = new PositionBuffer(bufferName))
                {
                    buffer.Alloc(this.positionList.Count);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < this.positionList.Count; i++)
                        {
                            array[i] = this.positionList[i];
                        }
                    }

                    return(buffer.GetRenderer());
                }
            }
            else if (bufferName == strcolor)
            {
                using (var buffer = new ColorBuffer(bufferName))
                {
                    buffer.Alloc(this.colorList.Count);
                    unsafe
                    {
                        var array = (vec3 *)buffer.FirstElement();
                        for (int i = 0; i < this.colorList.Count; i++)
                        {
                            array[i] = this.colorList[i];
                        }
                    }

                    return(buffer.GetRenderer());
                }
            }

            throw new NotImplementedException();
        }
示例#32
0
    // Polls for new color frame data
    public static bool PollColorFrame(ref ColorBuffer colorImage)
    {
        bool bNewFrame = false;

        IntPtr imagePtr    = IntPtr.Zero;
        Int64  liFrameTime = 0;

        int hr = PollImageFrameData(FrameSource.TypeColor);

        if (hr == 0)
        {
            hr = GetNewColorFrameData(ref imagePtr, ref liFrameTime);

            if (hr == 0)
            {
                colorImage = (ColorBuffer)Marshal.PtrToStructure(imagePtr, typeof(ColorBuffer));
                bNewFrame  = true;
            }
        }

        return(bNewFrame);
    }
    // Polls for new color frame data
    public static bool PollColorFrame(ref ColorBuffer colorImage)
    {
        bool bNewFrame = false;

        IntPtr imagePtr = IntPtr.Zero;
        Int64 liFrameTime = 0;

        int hr = PollImageFrameData(FrameSource.TypeColor);
        if (hr == 0)
        {
            hr = GetNewColorFrameData(ref imagePtr, ref liFrameTime);

            if(hr == 0)
            {
                colorImage = (ColorBuffer)Marshal.PtrToStructure(imagePtr, typeof(ColorBuffer));
                bNewFrame = true;
            }
        }

        return bNewFrame;
    }
示例#34
0
            public void Add(string name, Texture2D texture, int tiles_x, int tiles_y)
            {
                int tile_width = (int)FMath.Round((float)texture.Width / (float)tiles_x);
                int tile_height = (int)FMath.Round((float)texture.Height / (float)tiles_y);
                tile_width /= ScaleDivisor;
                tile_height /= ScaleDivisor;
                tile_width = System.Math.Max(1, tile_width);
                tile_height = System.Math.Max(1, tile_height);

                ColorBuffer color_buffer = new ColorBuffer(tile_width, tile_height, PixelFormat.Rgba);
                FrameBuffer frame_buffer = new FrameBuffer();
                frame_buffer.SetColorTarget(color_buffer);

                FrameBuffer old_frame_buffer = Director.Instance.GL.Context.GetFrameBuffer();
                Director.Instance.GL.Context.SetFrameBuffer(frame_buffer);

                ShaderProgram.SetAttributeBinding(0, "iPosition");
                ShaderProgram.SetAttributeBinding(1, "iUV");

                texture.SetWrap(TextureWrapMode.ClampToEdge);
                texture.SetFilter(TextureFilterMode.Linear);

                Director.Instance.GL.Context.SetTexture(0, texture);

                Director.Instance.GL.Context.SetVertexBuffer(0, VertexBuffer);
                Director.Instance.GL.Context.SetShaderProgram(ShaderProgram);

                ImageRect old_scissor = Director.Instance.GL.Context.GetScissor();
                ImageRect old_viewport = Director.Instance.GL.Context.GetViewport();

                Director.Instance.GL.Context.SetScissor(0, 0, tile_width, tile_height);
                Director.Instance.GL.Context.SetViewport(0, 0, tile_width, tile_height);

                Entry entry = new Entry();
                entry.TilesX = tiles_x;
                entry.TilesY = tiles_y;
                entry.TileWidth = tile_width;
                entry.TileHeight = tile_height;
                entry.Data = new List<List<byte>>();
                for (int i = 0; i < tiles_y * tiles_x; ++i)
                    entry.Data.Add(new List<byte>());

                Vector2 uv_step = new Vector2(1.0f, 1.0f) / new Vector2(tiles_x, tiles_y);
                for (int y = 0; y < tiles_y; y++)
                {
                    for (int x = 0; x < tiles_x; x++)
                    {
                        float uv_x0 = uv_step.X * (x + 0);
                        float uv_x1 = uv_step.X * (x + 1);
                        float uv_y0 = uv_step.Y * (tiles_y - 1 - y + 0);
                        float uv_y1 = uv_step.Y * (tiles_y - 1 - y + 1);

                        VertexDataArray[0] = new VertexData() { position = new Vector2(-1.0f, -1.0f), uv = new Vector2(uv_x0, uv_y1) };
                        VertexDataArray[1] = new VertexData() { position = new Vector2(-1.0f, +1.0f), uv = new Vector2(uv_x0, uv_y0) };
                        VertexDataArray[2] = new VertexData() { position = new Vector2(+1.0f, +1.0f), uv = new Vector2(uv_x1, uv_y0) };
                        VertexDataArray[3] = new VertexData() { position = new Vector2(+1.0f, -1.0f), uv = new Vector2(uv_x1, uv_y1) };
                        VertexBuffer.SetIndices(IndexDataArray, 0, 0, 4);
                        VertexBuffer.SetVertices(VertexDataArray, 0, 0, 4);
                        Director.Instance.GL.Context.SetVertexBuffer(0, VertexBuffer);

                        Director.Instance.GL.Context.DrawArrays(DrawMode.TriangleFan, 0, 4);

                        byte[] data = new byte[tile_width * tile_height * 4];

                        // DEBUG: fill with visible memory pattern
                        //for (int i = 0; i< tile_width * tile_height * 4; ++i)
                            //data[i] = (byte)(i % (tile_width / 4));

                        Director.Instance.GL.Context.ReadPixels(data, PixelFormat.Rgba, 0, 0, tile_width, tile_height);

                        List<byte> output = entry.Data[tiles_x * y + x];
                        for (int i = 0; i < tile_width * tile_height * 4; ++i)
                            output.Add(data[i]);
                    }
                }

                Director.Instance.GL.Context.SetVertexBuffer(0, null);
                Director.Instance.GL.Context.SetShaderProgram(null);
                Director.Instance.GL.Context.SetFrameBuffer(old_frame_buffer);
                Director.Instance.GL.Context.SetScissor(old_scissor);
                Director.Instance.GL.Context.SetViewport(old_viewport);

                TileData[name] = entry;
            }
示例#35
0
            public void TestOffscreen(string name, Texture2D texture)
            {
                const int Width = 32;
                const int Height = 32;

                ImageRect old_scissor = Director.Instance.GL.Context.GetScissor();
                ImageRect old_viewport = Director.Instance.GL.Context.GetViewport();
                FrameBuffer old_frame_buffer = Director.Instance.GL.Context.GetFrameBuffer();

                ColorBuffer color_buffer = new ColorBuffer(Width, Height, PixelFormat.Rgba);
                FrameBuffer frame_buffer = new FrameBuffer();
                frame_buffer.SetColorTarget(color_buffer);

                System.Console.WriteLine("SetFrameBuffer(): enter");
                Director.Instance.GL.Context.SetFrameBuffer(frame_buffer);
                System.Console.WriteLine("SetFrameBuffer(): exit");

                ShaderProgram.SetAttributeBinding(0, "iPosition");
                ShaderProgram.SetAttributeBinding(1, "iUV");

                texture.SetWrap(TextureWrapMode.ClampToEdge);
                texture.SetFilter(TextureFilterMode.Linear);

                Director.Instance.GL.Context.SetTexture(0, texture);
                Director.Instance.GL.Context.SetVertexBuffer(0, VertexBuffer);
                Director.Instance.GL.Context.SetShaderProgram(ShaderProgram);
                Director.Instance.GL.Context.SetScissor(0, 0, Width, Height);
                Director.Instance.GL.Context.SetViewport(0, 0, Width, Height);

                float uv_x0 = 0.0f;
                float uv_x1 = 1.0f;
                float uv_y0 = 0.0f;
                float uv_y1 = 1.0f;

                VertexDataArray[0] = new VertexData() { position = new Vector2(-1.0f, -1.0f), uv = new Vector2(uv_x0, uv_y1) };
                VertexDataArray[1] = new VertexData() { position = new Vector2(-1.0f, +1.0f), uv = new Vector2(uv_x0, uv_y0) };
                VertexDataArray[2] = new VertexData() { position = new Vector2(+1.0f, +1.0f), uv = new Vector2(uv_x1, uv_y0) };
                VertexDataArray[3] = new VertexData() { position = new Vector2(+1.0f, -1.0f), uv = new Vector2(uv_x1, uv_y1) };

                VertexBuffer.SetIndices(IndexDataArray, 0, 0, 4);
                VertexBuffer.SetVertices(VertexDataArray, 0, 0, 4);

                Director.Instance.GL.Context.SetVertexBuffer(0, VertexBuffer);

                Director.Instance.GL.Context.DrawArrays(DrawMode.TriangleFan, 0, 4);

                int count = Width * Height * 4;
                byte[] data = new byte[count];

                System.Console.WriteLine("ReadPixels(): enter");
                Director.Instance.GL.Context.ReadPixels(data, PixelFormat.Rgba, 0, 0, Width, Height);
                System.Console.WriteLine("ReadPixels(): exit");

                int nonzero = 0;
                int nonclear = 0;
                for (int i = 0; i < count; ++i)
                {
                    if (data[i] != 0)
                        nonzero++;
                    if (data[i] != 0xfe)
                        nonclear++;

                    System.Console.Write("{0} ", data[i]);
                    if (i % Width == 0)
                        System.Console.WriteLine("");
                }

                System.Console.WriteLine("");
                System.Console.WriteLine("nonzero: {0}, nonclear: {1}", nonzero, nonclear);

                Director.Instance.GL.Context.SetVertexBuffer(0, null);
                Director.Instance.GL.Context.SetShaderProgram(null);
                Director.Instance.GL.Context.SetFrameBuffer(old_frame_buffer);
                Director.Instance.GL.Context.SetScissor(old_scissor);
                Director.Instance.GL.Context.SetViewport(old_viewport);

                System.Console.WriteLine("SwapBuffers(): enter");
                Director.Instance.GL.Context.SwapBuffers();
                System.Console.WriteLine("SwapBuffers(): exit");
                Thread.Sleep(250);
            }