/// <summary>
        /// Create or update texture using this pixel format - special. Used for depth or stencil buffers
        /// See <href>https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml</href>
        /// </summary>
        /// <param name="width">Width of texture</param>
        /// <param name="height">Height of texture</param>
        /// <param name="pixelinternalformat">Pixel internal format</param>
        /// <param name="pixelformat">Pixel format</param>
        /// <param name="pixeltype">Pixel type</param>
        public void CreateOrUpdateTexturePixelFormat(int width, int height, PixelInternalFormat pixelinternalformat, PixelFormat pixelformat, PixelType pixeltype) // make with a pixel format..
        {
            if (Id < 0 || Width != width || Height != height)                                                                                                      // if not there, or changed, we can't just replace it, size is fixed. Delete it
            {
                if (Id >= 0)
                {
                    Dispose();
                }

                InternalFormat = 0;         // PixelInternalFormat does not fit within this, so zero it
                Width          = width;
                Height         = height;
                MipMapLevels   = 1;

                GL.CreateTextures(TextureTarget.Texture2D, 1, out int id);
                GLStatics.RegisterAllocation(typeof(GLTexture2D));
                GLStatics.Check();
                Id = id;

                GL.BindTexture(TextureTarget.Texture2D, Id);

                GL.TexImage2D(TextureTarget.Texture2D, 0, pixelinternalformat, width, height, 0, pixelformat, pixeltype, (IntPtr)0);     // we don't actually load data in, so its a null ptr.

                GLStatics.Check();
            }
        }
        /// <summary>
        /// Create of update the texture with a new size and format
        /// You can call as many times to create textures. Only creates one if required
        /// Rgba8 is the normal one to pick
        /// </summary>
        /// <param name="width">Width of texture</param>
        /// <param name="depth">Number of levels of texture</param>
        /// <param name="internalformat">Internal format, see InternalFormat in Texture base class</param>///
        /// <param name="wantedmipmaplevels">Mip map levels wanted in texture</param>
        public void CreateOrUpdateTexture(int width, int depth, SizedInternalFormat internalformat, int wantedmipmaplevels = 1)

        {
            if (Id < 0 || Width != width || Depth != depth || wantedmipmaplevels != MipMapLevels)
            {
                if (Id >= 0)
                {
                    Dispose();
                }

                InternalFormat = internalformat;
                Width          = width;
                Height         = 1;
                Depth          = depth;
                MipMapLevels   = wantedmipmaplevels;

                GL.CreateTextures(TextureTarget.Texture1DArray, 1, out int id);
                GLStatics.RegisterAllocation(typeof(GLTexture2DArray));
                GLStatics.Check();
                Id = id;

                GL.TextureStorage2D(Id, wantedmipmaplevels, InternalFormat, Width, Height);

                SetMinMagFilter();

                GLStatics.Check();
            }
        }
示例#3
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 /// <summary> Constructor, create a time query</summary>
 public GLOperationQueryTimeStamp()
 {
     this.Id = GL.GenQuery();
     System.Diagnostics.Debug.Assert(Id != 0);
     GLStatics.RegisterAllocation(typeof(GLOperationQueryTimeStamp));
     GLStatics.Check();
 }
示例#4
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 ///<summary>Create an empty buffer of this standard, default is std130. Standard defines the layout of members of the buffer. See OpenGL</summary>
 public GLBuffer(bool std430 = false) : base(std430)
 {
     GL.CreateBuffers(1, out int id);     // this actually makes the buffer, GenBuffer does not - just gets a name
     GLStatics.RegisterAllocation(typeof(GLBuffer));
     GLStatics.Check();
     Id      = id;
     context = GLStatics.GetContext();
 }
        /// <summary>
        /// Create or update the texture with a new size and format
        /// </summary>
        /// <param name="width">Width</param>
        /// <param name="internalformat">Internal format, see InternalFormat in Texture base class</param>
        /// <param name="levels">Number of levels of this texture</param>
        public void CreateOrUpdateTexture(int width, SizedInternalFormat internalformat, int levels = 1)
        {
            if (Id < 0 || Width != width || MipMapLevels != levels)    // if not there, or changed, we can't just replace it, size is fixed. Delete it
            {
                if (Id >= 0)
                {
                    Dispose();
                }

                InternalFormat = internalformat;
                Width          = width;
                Height         = 1;
                Depth          = levels;

                GL.CreateTextures(TextureTarget.Texture1D, 1, out int id);
                GLStatics.RegisterAllocation(typeof(GLTexture1D));
                GLStatics.Check();
                Id = id;

                GL.TextureStorage1D(Id, levels, InternalFormat, Width);
            }
        }
示例#6
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        /// <summary>
        /// Compile. The codelisting is glsl with the following extensions:
        /// #include resourcename
        /// ..   resourcename can either be a reference to an OFC glsl file, from the GL4 root, such as Shaders.Volumetric.volumetricgeoshader.glsl
        /// ..   or it can be a fully qualified resource reference: TestOpenTk.Volumetrics.volumetricgeo3.glsl
        /// ..   or it can be a partial resource reference from a include modules path (no . at the end, fully qualified : TestOpenTk.Volumetrics)
        /// ..   or it can be a fully qualified filename (no quotes)
        /// ..   or a partial path from one of the static includepaths
        /// const values:
        /// ..   constvalues allow you to override definitions in the script for const type var = value
        /// ..   declare your variables in glsl like this (const int iterations = 10 for example)
        /// ..   then include in call a list of (string,value) pairs to set the const values to (new object[] {"iterations",20})
        /// ..   glsl types: int, float (passed in as float or double), System.Drawing.Color, bool,
        /// ..   vec2 (OpenTK.Vector2), vec3 (OpenTK.Vector3), vec4 (as OpenTK.Vector4)
        /// ..   vec4[] (OpenTK.Vector4[]), Color[]
        ///</summary>

        public string Compile(string codelisting, Object[] constvalues = null, string completeoutfile = null)                // string return gives any errors
        {
            Id = GL.CreateShader(type);
            GLStatics.RegisterAllocation(typeof(GLShader));

            string source = PreprocessShaderCode(codelisting, constvalues, completeoutfile);

            GL.ShaderSource(Id, source);

            GL.CompileShader(Id);

            string CompileReport = GL.GetShaderInfoLog(Id);

            if (CompileReport.HasChars())
            {
                GL.DeleteShader(Id);
                Id = -1;

                int opos = CompileReport.IndexOf("0(");
                if (opos != -1)
                {
                    int opose = CompileReport.IndexOf(")", opos);
                    if (opose != -1)     // lets help ourselves by reporting the source.. since the source can be obscure.
                    {
                        int?lineno = CompileReport.Substring(opos + 2, opose - opos - 2).InvariantParseIntNull();

                        if (lineno.HasValue)
                        {
                            CompileReport = CompileReport + Environment.NewLine + source.LineMarking(lineno.Value - 5, 10, "##0", lineno.Value);
                        }
                    }
                }

                return(CompileReport);
            }

            return(null);
        }
示例#7
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        /// <summary>
        /// Constructor, set up the query.
        /// See <href>"https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBeginQueryIndexed.xhtml"</href>
        /// </summary>
        /// <param name="target">Target may be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_TIME_ELAPSED, GL_TIMESTAMP, GL_PRIMITIVES_GENERATED or GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN. (use openTK IDs)</param>
        /// <param name="index">index of query, normally 0</param>
        /// <param name="createnow">Create query now, or wait until Execute</param>
        /// <param name="querybuffer">Optional, for GLOperationEndQuery, a buffer to store the query data into. Caller must allocate buffer</param>
        public GLOperationQuery(QueryTarget target, int index = 0, bool createnow = false, GLBuffer querybuffer = null)
        {
            this.Target      = target;
            this.Index       = index;
            this.QueryBuffer = querybuffer;

            int id = 0;

            if (createnow)
            {
                GL.CreateQueries(Target, 1, out id);
            }
            else
            {
                GL.GenQueries(1, out id);
            }

            GLStatics.RegisterAllocation(typeof(GLOperationQuery));

            System.Diagnostics.Debug.Assert(id != 0);
            GLStatics.Check();
            this.Id = id;
        }
        /// <summary>
        /// Create of update the texture with a new size and format
        /// You can call as many times to create textures. Only creates one if required
        /// mipmaplevels does not apply if multisample > 0
        /// Rgba8 is the normal one to pick
        /// </summary>
        /// <param name="width">Width of texture</param>
        /// <param name="height">Height of texture</param>
        /// <param name="internalformat">Internal format, see InternalFormat in Texture base class</param>///
        /// <param name="mipmaplevels">Mip map levels wanted</param>
        /// <param name="multisample">Multisample count, normally 0</param>
        /// <param name="fixedmultisampleloc">Fix multisample positions in the same place for all texel in image</param>
        public void CreateOrUpdateTexture(int width, int height, SizedInternalFormat internalformat, int mipmaplevels = 1,
                                          int multisample = 0, bool fixedmultisampleloc = false)
        {
            // if not there, or changed, we can't just replace it, size is fixed. Delete it

            if (Id < 0 || Width != width || Height != height || mipmaplevels != MipMapLevels || multisample != MultiSample)
            {
                if (Id >= 0)     // dispose if set
                {
                    Dispose();
                }

                InternalFormat = internalformat;
                Width          = width;
                Height         = height;
                MipMapLevels   = mipmaplevels;
                MultiSample    = multisample;

                GL.CreateTextures(MultiSample > 0 ? TextureTarget.Texture2DMultisample : TextureTarget.Texture2D, 1, out int id);
                GLStatics.RegisterAllocation(typeof(GLTexture2D));
                GLStatics.Check();
                Id = id;

                if (MultiSample > 0)
                {
                    GL.TextureStorage2DMultisample(Id, MultiSample, InternalFormat, Width, Height, fixedmultisampleloc);
                }
                else
                {
                    GL.TextureStorage2D(Id, mipmaplevels, InternalFormat, Width, Height);
                }

                SetMinMagFilter();

                GLStatics.Check();
            }
        }
        /// <summary>
        /// Create of update the texture with a new size and format
        /// You can call as many times to create textures. Only creates one if required
        /// mipmaplevels does not apply if multisample > 0
        /// Rgba8 is the normal one to pick
        /// </summary>
        /// <param name="width">Width of texture</param>
        /// <param name="height">Height of texture</param>
        /// <param name="depth">Number of levels of texture</param>
        /// <param name="internalformat">Internal format, see InternalFormat in Texture base class</param>///
        /// <param name="wantedmipmaplevels">Mip map levels wanted in texture</param>
        /// <param name="multisample">Multisample count, normally 0</param>
        /// <param name="fixedmultisampleloc">Fix multisample positions in the same place for all texel in image</param>
        public void CreateOrUpdateTexture(int width, int height, int depth, SizedInternalFormat internalformat, int wantedmipmaplevels = 1,
                                          int multisample = 0, bool fixedmultisampleloc = false)
        {
            if (Id < 0 || Width != width || Height != height || Depth != depth || wantedmipmaplevels != MipMapLevels || MultiSample != multisample)
            {
                if (Id >= 0)
                {
                    Dispose();
                }

                InternalFormat = internalformat;
                Width          = width;
                Height         = height;
                Depth          = depth;
                MipMapLevels   = wantedmipmaplevels;
                MultiSample    = multisample;

                GL.CreateTextures(MultiSample > 0 ? TextureTarget.Texture2DMultisampleArray : TextureTarget.Texture2DArray, 1, out int id);
                GLStatics.RegisterAllocation(typeof(GLTexture2DArray));
                GLStatics.Check();
                Id = id;

                if (MultiSample > 0)
                {
                    GL.TextureStorage3DMultisample(Id, MultiSample, InternalFormat, Width, Height, Depth, fixedmultisampleloc);
                }
                else
                {
                    GL.TextureStorage3D(Id, wantedmipmaplevels, InternalFormat, Width, Height, Depth);
                }

                SetMinMagFilter();

                GLStatics.Check();
            }
        }
 /// <summary> Create a empty pipeline shader</summary>
 public GLShaderPipeline()
 {
     pipelineid = GL.GenProgramPipeline();
     GLStatics.RegisterAllocation(typeof(GLShaderPipeline));
 }
示例#11
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 /// <summary> Construct a vertex array </summary>
 public GLVertexArray()
 {
     Id      = GL.GenVertexArray();
     context = GLStatics.GetContext();
     GLStatics.RegisterAllocation(typeof(GLVertexArray));
 }
示例#12
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 /// <summary> Construct a Transform Feedback object </summary>
 public GLTransformFeedback()
 {
     Id = GL.GenTransformFeedback();
     GLStatics.RegisterAllocation(typeof(GLTransformFeedback));
     GLStatics.Check();
 }
示例#13
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 /// <summary>Make a new fence, with condition and wait flags
 /// see <href>https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glFenceSync.xhtml</href>
 /// </summary>
 /// <param name="synccondition">Must be SyncCondition.SyncGpuCommandsComplete</param>
 /// <param name="waitflags">Must be 0</param>
 public GLFenceSync(SyncCondition synccondition = SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags waitflags = WaitSyncFlags.None)
 {
     Id = GL.FenceSync(synccondition, waitflags);
     GLStatics.RegisterAllocation(typeof(GLFenceSync));
 }
 /// <summary> Construct a buffer </summary>
 public GLRenderBuffer()
 {
     Id = GL.GenRenderbuffer();
     GLStatics.RegisterAllocation(typeof(GLRenderBuffer));
 }
示例#15
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 /// <summary>Create a program</summary>
 public GLProgram()
 {
     Id = GL.CreateProgram();
     GLStatics.RegisterAllocation(typeof(GLProgram));
     shaders = new List <GLShader>();
 }
 /// <summary> Create a pipeline shader from binary</summary>
 public GLShaderPipeline(byte[] bin, BinaryFormat binformat)
 {
     pipelineid = GL.GenProgramPipeline();
     GLStatics.RegisterAllocation(typeof(GLShaderPipeline));
     Load(bin, binformat);
 }
示例#17
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 ///<summary> Make a new frame buffer and get ID  </summary>
 public GLFrameBuffer()
 {
     GL.CreateFramebuffers(1, out int id);
     GLStatics.RegisterAllocation(typeof(GLFrameBuffer));
     Id = id;
 }