protected override void OnGLRender(object sender, EventArgs args)
 {
     _glsx.SmoothMode  = SmoothMode.Smooth;
     _glsx.StrokeColor = PixelFarm.Drawing.Color.Blue;
     _glsx.Clear(PixelFarm.Drawing.Color.White);
     _glsx.ClearColorBuffer();
     //-------------------------------
     if (!isInit)
     {
         glbmp  = DemoHelper.LoadTexture(RootDemoPath.Path + @"\logo-dark.png");
         isInit = true;
     }
     if (frameBuffer.FrameBufferId > 0)
     {
         if (frameBufferNeedUpdate)
         {
             //------------------------------------------------------------------------------------
             //framebuffer
             _glsx.AttachFrameBuffer(frameBuffer);
             //after make the frameBuffer current
             //then all drawing command will apply to frameBuffer
             //do draw to frame buffer here
             _glsx.Clear(PixelFarm.Drawing.Color.Red);
             _glsx.DrawImageWithBlurX(glbmp, 0, 300);
             _glsx.DetachFrameBuffer();
             //------------------------------------------------------------------------------------
             //framebuffer2
             _glsx.AttachFrameBuffer(frameBuffer2);
             GLBitmap bmp2 = new GLBitmap(frameBuffer.TextureId, frameBuffer.Width, frameBuffer.Height);
             bmp2.IsBigEndianPixel = true;
             _glsx.DrawImageWithBlurY(bmp2, 0, 300);
             _glsx.DetachFrameBuffer();
             //------------------------------------------------------------------------------------
             //after release current, we move back to default frame buffer again***
             frameBufferNeedUpdate = false;
         }
         _glsx.DrawFrameBuffer(frameBuffer2, 15, 300);
     }
     else
     {
         _glsx.Clear(PixelFarm.Drawing.Color.Blue);
     }
     //-------------------------------
     SwapBuffers();
 }
示例#2
0
        protected override void OnGLRender(object sender, EventArgs args)
        {
            _glsx.SmoothMode  = SmoothMode.Smooth;
            _glsx.StrokeColor = PixelFarm.Drawing.Color.Blue;
            _glsx.Clear(PixelFarm.Drawing.Color.White);
            _glsx.ClearColorBuffer();
            //-------------------------------
            if (!isInit)
            {
                glbmp  = DemoHelper.LoadTexture(RootDemoPath.Path + @"\leaves.jpg");
                isInit = true;
            }
            if (frameBuffer.FrameBufferId > 0)
            {
                if (frameBufferNeedUpdate)
                {
                    //------------------------------------------------------------------------------------
                    //framebuffer
                    _glsx.AttachFrameBuffer(frameBuffer);
                    //after make the frameBuffer current
                    //then all drawing command will apply to frameBuffer
                    //do draw to frame buffer here
                    _glsx.Clear(PixelFarm.Drawing.Color.Red);
                    _glsx.DrawImageWithConv3x3(glbmp, Mat3x3ConvGen.emboss, 0, 300);
                    _glsx.DetachFrameBuffer();

                    //after release current, we move back to default frame buffer again***
                    frameBufferNeedUpdate = false;
                }
                _glsx.DrawFrameBuffer(frameBuffer, 15, 300);
            }
            else
            {
                _glsx.Clear(PixelFarm.Drawing.Color.Blue);
            }
            //-------------------------------
            SwapBuffers();
        }