示例#1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="RenderTargetCube"/> class.
        /// </summary>
        /// <param name="graphicsDevice">The graphics device.</param>
        /// <param name="size">The width and height of a texture cube face in pixels.</param>
        /// <param name="mipMap">
        /// <see langword="true"/> to generate a full mipmap chain; otherwise <see langword="false"/>.
        /// </param>
        /// <param name="preferredFormat">The preferred format of the surface.</param>
        /// <param name="preferredDepthFormat">The preferred format of the depth-stencil buffer.</param>
        /// <param name="preferredMultiSampleCount">The preferred number of multisample locations.</param>
        /// <param name="usage">The usage mode of the render target.</param>
        public RenderTargetCube(
            GraphicsDevice graphicsDevice,
            int size,
            bool mipMap,
            SurfaceFormat preferredFormat,
            DepthFormat preferredDepthFormat,
            int preferredMultiSampleCount,
            RenderTargetUsage usage
            ) : base(
                graphicsDevice,
                size,
                mipMap,
                preferredFormat
                )
        {
            DepthStencilFormat = preferredDepthFormat;
            MultiSampleCount   = Math.Min(
                MathHelper.ClosestMSAAPower(preferredMultiSampleCount),
                graphicsDevice.GLDevice.MaxMultiSampleCount
                );
            RenderTargetUsage = usage;

            // If we don't need a depth buffer then we're done.
            if (preferredDepthFormat == DepthFormat.None)
            {
                return;
            }

            glDepthStencilBuffer = graphicsDevice.GLDevice.GenRenderbuffer(
                size,
                size,
                preferredDepthFormat
                );
        }
示例#2
0
 public void SetRenderTargets(
     RenderTargetBinding[] renderTargets,
     IGLRenderbuffer renderbuffer,
     DepthFormat depthFormat
     )
 {
     ForceToMainThread(() =>
     {
         GLDevice.SetRenderTargets(
             renderTargets,
             renderbuffer,
             depthFormat
             );
     });             // End ForceToMainThread
 }
示例#3
0
        public RenderTarget2D(
            GraphicsDevice graphicsDevice,
            int width,
            int height,
            bool mipMap,
            SurfaceFormat preferredFormat,
            DepthFormat preferredDepthFormat,
            int preferredMultiSampleCount,
            RenderTargetUsage usage
            ) : base(
                graphicsDevice,
                width,
                height,
                mipMap,
                preferredFormat
                )
        {
            DepthStencilFormat = preferredDepthFormat;
            MultiSampleCount   = Math.Min(
                MathHelper.ClosestMSAAPower(preferredMultiSampleCount),
                graphicsDevice.GLDevice.MaxMultiSampleCount
                );
            RenderTargetUsage = usage;

            if (MultiSampleCount > 0)
            {
                glColorBuffer = graphicsDevice.GLDevice.GenRenderbuffer(
                    Width,
                    Height,
                    Format,
                    MultiSampleCount,
                    texture
                    );
            }

            // If we don't need a depth buffer then we're done.
            if (DepthStencilFormat == DepthFormat.None)
            {
                return;
            }

            glDepthStencilBuffer = graphicsDevice.GLDevice.GenRenderbuffer(
                Width,
                Height,
                DepthStencilFormat,
                MultiSampleCount
                );
        }
示例#4
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        public IGLRenderbuffer GenRenderbuffer(
            int width,
            int height,
            DepthFormat format,
            int multiSampleCount
            )
        {
            IGLRenderbuffer result = null;

            ForceToMainThread(() =>
            {
                result = GLDevice.GenRenderbuffer(
                    width,
                    height,
                    format,
                    multiSampleCount
                    );
            });             // End ForceToMainThread
            return(result);
        }
示例#5
0
		/// <summary>
		/// Initializes a new instance of the <see cref="RenderTargetCube"/> class.
		/// </summary>
		/// <param name="graphicsDevice">The graphics device.</param>
		/// <param name="size">The width and height of a texture cube face in pixels.</param>
		/// <param name="mipMap">
		/// <see langword="true"/> to generate a full mipmap chain; otherwise <see langword="false"/>.
		/// </param>
		/// <param name="preferredFormat">The preferred format of the surface.</param>
		/// <param name="preferredDepthFormat">The preferred format of the depth-stencil buffer.</param>
		/// <param name="preferredMultiSampleCount">The preferred number of multisample locations.</param>
		/// <param name="usage">The usage mode of the render target.</param>
		public RenderTargetCube(
			GraphicsDevice graphicsDevice,
			int size,
			bool mipMap,
			SurfaceFormat preferredFormat,
			DepthFormat preferredDepthFormat,
			int preferredMultiSampleCount,
			RenderTargetUsage usage
		) : base(
			graphicsDevice,
			size,
			mipMap,
			preferredFormat
		) {
			DepthStencilFormat = preferredDepthFormat;
			MultiSampleCount = Math.Min(
				MathHelper.ClosestMSAAPower(preferredMultiSampleCount),
				graphicsDevice.GLDevice.MaxMultiSampleCount
			);
			RenderTargetUsage = usage;

			// If we don't need a depth buffer then we're done.
			if (preferredDepthFormat == DepthFormat.None)
			{
				return;
			}

			glDepthStencilBuffer = graphicsDevice.GLDevice.GenRenderbuffer(
				size,
				size,
				preferredDepthFormat
			);
		}
示例#6
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		public void SetRenderTargets(
			RenderTargetBinding[] renderTargets,
			IGLRenderbuffer renderbuffer,
			DepthFormat depthFormat
		) {
			// Bind the right framebuffer, if needed
			if (renderTargets == null)
			{
				BindFramebuffer(
					(Backbuffer is OpenGLBackbuffer) ?
						(Backbuffer as OpenGLBackbuffer).Handle :
						0
				);
				flipViewport = 1;
				return;
			}
			else
			{
				BindFramebuffer(targetFramebuffer);
				flipViewport = -1;
			}

			int i;
			uint[] attachments = new uint[renderTargets.Length];
			GLenum[] attachmentTypes = new GLenum[renderTargets.Length];
			for (i = 0; i < renderTargets.Length; i += 1)
			{
				IGLRenderbuffer colorBuffer = (renderTargets[i].RenderTarget as IRenderTarget).ColorBuffer;
				if (colorBuffer != null)
				{
					attachments[i] = (colorBuffer as OpenGLRenderbuffer).Handle;
					attachmentTypes[i] = GLenum.GL_RENDERBUFFER;
				}
				else
				{
					attachments[i] = (renderTargets[i].RenderTarget.texture as OpenGLTexture).Handle;
					if (renderTargets[i].RenderTarget is RenderTarget2D)
					{
						attachmentTypes[i] = GLenum.GL_TEXTURE_2D;
					}
					else
					{
						attachmentTypes[i] = GLenum.GL_TEXTURE_CUBE_MAP_POSITIVE_X + (int) renderTargets[i].CubeMapFace;
					}
				}
			}

			// Update the color attachments, DrawBuffers state
			for (i = 0; i < attachments.Length; i += 1)
			{
				if (attachments[i] != currentAttachments[i])
				{
					if (currentAttachments[i] != 0)
					{
						if (	attachmentTypes[i] != GLenum.GL_RENDERBUFFER &&
							currentAttachmentTypes[i] == GLenum.GL_RENDERBUFFER	)
						{
							glFramebufferRenderbuffer(
								GLenum.GL_FRAMEBUFFER,
								GLenum.GL_COLOR_ATTACHMENT0 + i,
								GLenum.GL_RENDERBUFFER,
								0
							);
						}
						else if (	attachmentTypes[i] == GLenum.GL_RENDERBUFFER &&
								currentAttachmentTypes[i] != GLenum.GL_RENDERBUFFER	)
						{
							glFramebufferTexture2D(
								GLenum.GL_FRAMEBUFFER,
								GLenum.GL_COLOR_ATTACHMENT0 + i,
								currentAttachmentTypes[i],
								0,
								0
							);
						}
					}
					if (attachmentTypes[i] == GLenum.GL_RENDERBUFFER)
					{
						glFramebufferRenderbuffer(
							GLenum.GL_FRAMEBUFFER,
							GLenum.GL_COLOR_ATTACHMENT0 + i,
							GLenum.GL_RENDERBUFFER,
							attachments[i]
						);
					}
					else
					{
						glFramebufferTexture2D(
							GLenum.GL_FRAMEBUFFER,
							GLenum.GL_COLOR_ATTACHMENT0 + i,
							attachmentTypes[i],
							attachments[i],
							0
						);
					}
					currentAttachments[i] = attachments[i];
					currentAttachmentTypes[i] = attachmentTypes[i];
				}
				else if (attachmentTypes[i] != currentAttachmentTypes[i])
				{
					// Texture cube face change!
					glFramebufferTexture2D(
						GLenum.GL_FRAMEBUFFER,
						GLenum.GL_COLOR_ATTACHMENT0 + i,
						attachmentTypes[i],
						attachments[i],
						0
					);
					currentAttachmentTypes[i] = attachmentTypes[i];
				}
			}
			while (i < currentAttachments.Length)
			{
				if (currentAttachments[i] != 0)
				{
					if (currentAttachmentTypes[i] == GLenum.GL_RENDERBUFFER)
					{
						glFramebufferRenderbuffer(
							GLenum.GL_FRAMEBUFFER,
							GLenum.GL_COLOR_ATTACHMENT0 + i,
							GLenum.GL_RENDERBUFFER,
							0
						);
					}
					else
					{
						glFramebufferTexture2D(
							GLenum.GL_FRAMEBUFFER,
							GLenum.GL_COLOR_ATTACHMENT0 + i,
							currentAttachmentTypes[i],
							0,
							0
						);
					}
					currentAttachments[i] = 0;
					currentAttachmentTypes[i] = GLenum.GL_TEXTURE_2D;
				}
				i += 1;
			}
			if (attachments.Length != currentDrawBuffers)
			{
				glDrawBuffers(attachments.Length, drawBuffersArray);
				currentDrawBuffers = attachments.Length;
			}

			// Update the depth/stencil attachment
			/* FIXME: Notice that we do separate attach calls for the stencil.
			 * We _should_ be able to do a single attach for depthstencil, but
			 * some drivers (like Mesa) cannot into GL_DEPTH_STENCIL_ATTACHMENT.
			 * Use XNAToGL.DepthStencilAttachment when this isn't a problem.
			 * -flibit
			 */
			uint handle;
			if (renderbuffer == null)
			{
				handle = 0;
			}
			else
			{
				handle = (renderbuffer as OpenGLRenderbuffer).Handle;
			}
			if (handle != currentRenderbuffer)
			{
				if (currentDepthStencilFormat == DepthFormat.Depth24Stencil8)
				{
					glFramebufferRenderbuffer(
						GLenum.GL_FRAMEBUFFER,
						GLenum.GL_STENCIL_ATTACHMENT,
						GLenum.GL_RENDERBUFFER,
						0
					);
				}
				currentDepthStencilFormat = depthFormat;
				glFramebufferRenderbuffer(
					GLenum.GL_FRAMEBUFFER,
					GLenum.GL_DEPTH_ATTACHMENT,
					GLenum.GL_RENDERBUFFER,
					handle
				);
				if (currentDepthStencilFormat == DepthFormat.Depth24Stencil8)
				{
					glFramebufferRenderbuffer(
						GLenum.GL_FRAMEBUFFER,
						GLenum.GL_STENCIL_ATTACHMENT,
						GLenum.GL_RENDERBUFFER,
						handle
					);
				}
				currentRenderbuffer = handle;
			}
		}
示例#7
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		private void DeleteRenderbuffer(IGLRenderbuffer renderbuffer)
		{
			uint handle = (renderbuffer as OpenGLRenderbuffer).Handle;
			if (handle == currentRenderbuffer)
			{
				// Force a renderbuffer update, this no longer exists!
				currentRenderbuffer = uint.MaxValue;
			}
			glDeleteRenderbuffers(1, ref handle);
		}
示例#8
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		public void AddDisposeRenderbuffer(IGLRenderbuffer renderbuffer)
		{
			if (IsOnMainThread())
			{
				DeleteRenderbuffer(renderbuffer);
			}
			else
			{
				GCDepthBuffers.Enqueue(renderbuffer);
			}
		}
示例#9
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 public void AddDisposeRenderbuffer(IGLRenderbuffer renderbuffer)
 {
     GCRenderbuffers.Enqueue(renderbuffer);
 }
示例#10
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		public RenderTarget2D(
			GraphicsDevice graphicsDevice,
			int width,
			int height,
			bool mipMap,
			SurfaceFormat preferredFormat,
			DepthFormat preferredDepthFormat,
			int preferredMultiSampleCount,
			RenderTargetUsage usage
		) : base(
			graphicsDevice,
			width,
			height,
			mipMap,
			preferredFormat
		) {
			DepthStencilFormat = preferredDepthFormat;
			MultiSampleCount = Math.Min(
				MathHelper.ClosestMSAAPower(preferredMultiSampleCount),
				graphicsDevice.GLDevice.MaxMultiSampleCount
			);
			RenderTargetUsage = usage;

			if (MultiSampleCount > 0)
			{
				glColorBuffer = graphicsDevice.GLDevice.GenRenderbuffer(
					width,
					height,
					Format,
					MultiSampleCount
				);
			}

			// If we don't need a depth buffer then we're done.
			if (preferredDepthFormat == DepthFormat.None)
			{
				return;
			}

			glDepthStencilBuffer = graphicsDevice.GLDevice.GenRenderbuffer(
				width,
				height,
				preferredDepthFormat,
				MultiSampleCount
			);
		}