示例#1
0
        public void ResizeViewport(Size newSize)
        {
            viewportSize = newSize;

            if (camera != null)
            {
                camera.AspectRatio = (float)viewportSize.Width / (float)viewportSize.Height;
                camera.Project(gl);
            }

            if (postprocessingEnabled)
            {
                // Resize frame buffer
                gl.BindTexture(OpenGL.GL_TEXTURE_2D, fboTexture);
                gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA,
                    viewportSize.Width, viewportSize.Height, 0,
                    OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, null);
                gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0);

                // Resize render buffer
                gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER, rboDepth);
                gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER, OpenGL.GL_DEPTH_COMPONENT16,
                    viewportSize.Width, viewportSize.Height);
                gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER, 0);
            }
        }
示例#2
0
        private void CreateDBOs(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
        {
            uint[] ids = new uint[1];

            //  First, create the frame buffer and bind it.
            ids = new uint[1];
            gl.GenFramebuffersEXT(1, ids);
            frameBufferID = ids[0];
            gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, frameBufferID);

            //	Create the colour render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            colourRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA, width, height);

            //	Create the depth render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            depthRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT24, width, height);

            //  Set the render buffer for colour and depth.
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);

            dibSectionDeviceContext = Win32.CreateCompatibleDC(deviceContextHandle);

            //  Create the DIB section.
            dibSection.Create(dibSectionDeviceContext, width, height, bitDepth);
        }
        /// <summary>
        /// Handles the OpenGLInitialized event of the openGLControl control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="System.EventArgs"/> instance containing the event data.</param>
        private void openGLControl_OpenGLInitialized(object sender, EventArgs e)
        {
            // Get the OpenGL object.
            OpenGL gl = openGLControl.OpenGL;

            // Initial texture projector.
            projTexture = new ProjectiveTexture(gl);
            projector = new Projector();

            // Initial something for creating texture.
            gl.GenTextures(1, texture_name);
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, texture_name[0]);
            gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
            gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR_MIPMAP_LINEAR);
            gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_CLAMP_TO_EDGE);
            gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_CLAMP_TO_EDGE);
            gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_GENERATE_MIPMAP_HINT_SGIS, OpenGL.GL_TRUE); // automatic mipmap generation included in OpenGL v1.4
            gl.TexImage2D(OpenGL.GL_TEXTURE_2D,
                0, (int)OpenGL.GL_RGBA8, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, null);
            gl.BindTexture(OpenGL.GL_TEXTURE_2D, 0);
            
            // InitFBO
            // create a framebuffer object, you need to delete them when program exits.
            gl.GenFramebuffersEXT(1, framebuffer_name);
            gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, framebuffer_name[0]);

            // create a renderbuffer object to store depth info
            // NOTE: A depth renderable image should be attached the FBO for depth test.
            // If we don't attach a depth renderable image to the FBO, then
            // the rendering output will be corrupted because of missing depth test.
            // If you also need stencil test for your rendering, then you must
            // attach additional image to the stencil attachement point, too.
            gl.GenRenderbuffersEXT(1, renderbuffer_name);
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, renderbuffer_name[0]);
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT, TEXTURE_WIDTH, TEXTURE_HEIGHT);
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, 0);

            // attach a texture to FBO color attachement point
            gl.FramebufferTexture2DEXT(OpenGL.GL_FRAMEBUFFER_EXT,
                OpenGL.GL_COLOR_ATTACHMENT0_EXT, OpenGL.GL_TEXTURE_2D, texture_name[0], 0);

            // attach a renderbuffer to depth attachment point
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT,
                OpenGL.GL_DEPTH_ATTACHMENT_EXT, OpenGL.GL_RENDERBUFFER_EXT, renderbuffer_name[0]);

            gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, 0);

            // initial projection matrix
            gl.MatrixMode(OpenGL.GL_PROJECTION);
            //  Create a perspective transformation.
            gl.Perspective(60.0f, (double)Width / (double)Height, 0.01, 100.0);

            //  Use the 'look at' helper function to position and aim the camera.
            gl.LookAt(0, 0, 10, 0, 0, 0, 0, 1, 0);

            //  Set the clear color.
            gl.ClearColor(0, 0, 0, 0);
        }
        /// <summary>
        /// Creates the render context provider. Must also create the OpenGL extensions.
        /// </summary>
        /// <param name="openGLVersion">The desired OpenGL version.</param>
        /// <param name="gl">The OpenGL context.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="bitDepth">The bit depth.</param>
        /// <param name="parameter">The parameter</param>
        /// <returns></returns>
        public override bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
        {
            this.gl = gl;

            //  Call the base class.
            base.Create(openGLVersion, gl, width, height, bitDepth, parameter);

            uint[] ids = new uint[1];

            //  First, create the frame buffer and bind it.
            gl.GenFramebuffersEXT(1, ids);
            gl.ThrowIfErrors();
            frameBufferID = ids[0];
            gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, frameBufferID);
            gl.ThrowIfErrors();

            //    Create the colour render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            gl.ThrowIfErrors();
            colourRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.ThrowIfErrors();
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA, width, height);
            gl.ThrowIfErrors();

            //    Create the depth stencil render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            gl.ThrowIfErrors();
            depthStencilRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, depthStencilRenderBufferID);
            gl.ThrowIfErrors();
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH24_STENCIL8, width, height);
            gl.ThrowIfErrors();

            //  Set the render buffer for colour, depth and stencil.
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.ThrowIfErrors();
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, depthStencilRenderBufferID);
            gl.ThrowIfErrors();
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_STENCIL_ATTACHMENT_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, depthStencilRenderBufferID);
            gl.ThrowIfErrors();
            ValidateFramebufferStatus(gl.CheckFramebufferStatusEXT(OpenGL.GL_FRAMEBUFFER_EXT));

            dibSectionDeviceContext = Win32.CreateCompatibleDC(deviceContextHandle);

            //  Create the DIB section.
            dibSection.Create(dibSectionDeviceContext, width, height, bitDepth);
            return(true);
        }
示例#5
0
        public void Create()
        {
            uint[] texture = new uint[1];
            Device.GenTextures(1, texture);
            TextureID = texture[0];
            Device.BindTexture(OpenGL.GL_TEXTURE_2D, TextureID);
            Device.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_S, OpenGL.GL_CLAMP_TO_EDGE);
            Device.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_WRAP_T, OpenGL.GL_CLAMP_TO_EDGE);
            Device.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
            Device.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
            Device.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, OpenGL.GL_RGBA8, (int)Width, (int)Height, 0, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, null);

            uint[] frameID = new uint[1];
            Device.GenFramebuffersEXT(1, frameID);
            FrameBufferID = frameID[0];
            Device.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, FrameBufferID);
            Device.FramebufferTexture2DEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT, OpenGL.GL_TEXTURE_2D, TextureID, 0);

            uint[] dephtID = new uint[1];
            Device.GenRenderbuffersEXT(1, dephtID);
            DepthBufferID = dephtID[0];
            Device.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER, DepthBufferID);
            Device.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT24, (int)Width, (int)Height);

            Device.FramebufferRenderbufferEXT(
                OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
                OpenGL.GL_RENDERBUFFER, DepthBufferID);

            Device.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, 0);
        }
示例#6
0
        /// <summary>
        /// Creates the render context provider. Must also create the OpenGL extensions.
        /// </summary>
        /// <param name="openGLVersion">The desired OpenGL version.</param>
        /// <param name="gl">The OpenGL context.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="bitDepth">The bit depth.</param>
        /// <param name="parameter">The parameter</param>
        /// <returns></returns>
        public override bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
        {
            //  Call the base class.
            base.Create(openGLVersion, gl, width, height, bitDepth, parameter);

            uint[] ids = new uint[1];
            // Multi sampled fbo
            gl.GenFramebuffersEXT(1, ids);
            gl.ThrowIfErrors();
            msFrameBufferID = ids[0];
            gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, msFrameBufferID);
            gl.ThrowIfErrors();

            // Create the colour render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            gl.ThrowIfErrors();
            msColourRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, msColourRenderBufferID);
            gl.ThrowIfErrors();
            gl.RenderbufferStorageMultisampleEXT(OpenGL.GL_RENDERBUFFER_EXT, MSAA, OpenGL.GL_RGBA, width, height);
            gl.ThrowIfErrors();
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT, OpenGL.GL_RENDERBUFFER_EXT, msColourRenderBufferID);
            gl.ThrowIfErrors();

            //    Create the depth stencil render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            gl.ThrowIfErrors();
            msDepthStencilRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, msDepthStencilRenderBufferID);
            gl.ThrowIfErrors();
            gl.RenderbufferStorageMultisampleEXT(OpenGL.GL_RENDERBUFFER_EXT, MSAA, OpenGL.GL_DEPTH24_STENCIL8, width, height);
            gl.ThrowIfErrors();

            //  Set the render buffer for depth and stencil.
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, msDepthStencilRenderBufferID);
            gl.ThrowIfErrors();
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_STENCIL_ATTACHMENT_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, msDepthStencilRenderBufferID);
            gl.ThrowIfErrors();

            ValidateFramebufferStatus(gl.CheckFramebufferStatusEXT(OpenGL.GL_FRAMEBUFFER_EXT));
            return(true);
        }
示例#7
0
        /// <summary>
        /// Creates the render context provider. Must also create the OpenGL extensions.
        /// </summary>
        /// <param name="gl">The OpenGL context.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="bitDepth">The bit depth.</param>
        /// <param name="parameter"></param>
        /// <returns></returns>
        public override bool Create(OpenGL gl, int width, int height, int bitDepth, object parameter)
        {
            this.gl = gl;

            //  Call the base class. 	        
            base.Create(gl, width, height, bitDepth, parameter);

            uint[] ids = new uint[1];

            //  First, create the frame buffer and bind it.
            ids = new uint[1];
            gl.GenFramebuffersEXT(1, ids);
            frameBufferID = ids[0];
            gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, frameBufferID);
                        
		    //	Create the colour render buffer and bind it, then allocate storage for it.
		    gl.GenRenderbuffersEXT(1, ids);
            colourRenderBufferID = ids[0];
		    gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA, width, height);

            //	Create the depth render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            depthRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT24, width, height);

            //  Set the render buffer for colour and depth.
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT,
                OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
                OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);

            dibSectionDeviceContext = Win32.CreateCompatibleDC(deviceContextHandle);
		
            //  Create the DIB section.
            dibSection.Create(dibSectionDeviceContext, width, height, bitDepth);
            
            return true;
	    }
示例#8
0
        public static FrameBuffer Create(OpenGL gl, int width, int height)
        {
            Texture tex = new Texture();

            tex.Create(gl);
            tex.Bind(gl);

            gl.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
            gl.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
            gl.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            gl.TexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            gl.TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, null);
            gl.BindTexture(GL_TEXTURE_2D, 0);

            //------
            uint[] frameBufferIds = new uint[1];
            gl.GenFramebuffersEXT(1, frameBufferIds);
            gl.BindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferIds[0]);
            gl.FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex.TextureName, 0);

            //------
            uint[] renderBufferIds = new uint[1];
            gl.GenRenderbuffersEXT(1, renderBufferIds);
            gl.BindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderBufferIds[0]);
            gl.RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
            //-------------------------
            //Attach depth buffer to FBO
            gl.FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderBufferIds[0]);
            //------

            var status = gl.CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);

            if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
            {
                FrameBuffer.Unbind(gl);
                return(new FrameBuffer(gl, frameBufferIds, renderBufferIds, tex));
            }

            switch (status)
            {
            //case GL_FRAMEBUFFER_UNDEFINED_EXT:
            //  throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_UNDEFINED_EXT));
            case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT));

            case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT));

            case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT));

            case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT));

            case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT));

            case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT));

            case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS));

            case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
                throw new InvalidOperationException(nameof(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT));

            default:
                throw new InvalidOperationException("GL_FRAMEBUFFER unknown error");
            }
        }
示例#9
0
 public static void Unbind(OpenGL gl)
 {
     gl.BindRenderbufferEXT(GL_RENDERBUFFER, 0);
     gl.BindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
 }
示例#10
0
 public void Bind()
 {
     GL.BindRenderbufferEXT(GL_RENDERBUFFER, renderBufferIds[0]);
     GL.BindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferIds[0]);
 }