void IGraphicsBackend.GetOutputPixelData(IntPtr buffer, ColorDataLayout dataLayout, ColorDataElementType dataElementType, int x, int y, int width, int height) { //DefaultOpenTKBackendPlugin.GuardSingleThreadState(); NativeRenderTarget lastRt = NativeRenderTarget.BoundRT; NativeRenderTarget.Bind(null); { // Use a temporary local buffer, since the image will be upside-down because // of OpenGL's coordinate system and we'll need to flip it before returning. byte[] byteData = new byte[width * height * 4]; // Retrieve pixel data GL.ReadPixels(x, y, width, height, dataLayout.ToOpenTK(), dataElementType.ToOpenTK(), byteData); // Flip the retrieved image vertically int bytesPerLine = width * 4; byte[] switchLine = new byte[width * 4]; for (int flipY = 0; flipY < height / 2; flipY++) { int lineIndex = flipY * width * 4; int lineIndex2 = (height - 1 - flipY) * width * 4; // Copy the current line to the switch buffer for (int lineX = 0; lineX < bytesPerLine; lineX++) { switchLine[lineX] = byteData[lineIndex + lineX]; } // Copy the opposite line to the current line for (int lineX = 0; lineX < bytesPerLine; lineX++) { byteData[lineIndex + lineX] = byteData[lineIndex2 + lineX]; } // Copy the switch buffer to the opposite line for (int lineX = 0; lineX < bytesPerLine; lineX++) { byteData[lineIndex2 + lineX] = switchLine[lineX]; } } // Copy the flipped data to the output buffer Marshal.Copy(byteData, 0, buffer, width * height * 4); } NativeRenderTarget.Bind(lastRt); }
private static void ApplyGLBind(NativeRenderTarget target) { if (target == null) { GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.ReadBuffer(ReadBufferMode.Back); DrawBufferMode mode = DrawBufferMode.Back; GL.DrawBuffers(1, ref mode); } else { GL.BindFramebuffer(FramebufferTarget.Framebuffer, target.samples > 0 ? target.handleMsaaFBO : target.handleMainFBO); DrawBufferMode[] buffers = new DrawBufferMode[target.targetInfos.Count]; for (int i = 0; i < buffers.Length; i++) { buffers[i] = (DrawBufferMode)((int)DrawBufferMode.ColorAttachment0 + i); } GL.DrawBuffers(buffers.Length, buffers); } }
void IGraphicsBackend.GetOutputPixelData <T>(T[] buffer, ColorDataLayout dataLayout, ColorDataElementType dataElementType, int x, int y, int width, int height) { // Removed thread guards because of performance //DefaultOpenTKBackendPlugin.GuardSingleThreadState(); NativeRenderTarget lastRt = NativeRenderTarget.BoundRT; NativeRenderTarget.Bind(null); { GL.ReadPixels(x, y, width, height, dataLayout.ToOpenTK(), dataElementType.ToOpenTK(), buffer); // The image will be upside-down because of OpenGL's coordinate system. Flip it. int structSize = Marshal.SizeOf(typeof(T)); T[] switchLine = new T[width * 4 / structSize]; for (int flipY = 0; flipY < height / 2; flipY++) { int lineIndex = flipY * width * 4 / structSize; int lineIndex2 = (height - 1 - flipY) * width * 4 / structSize; // Copy the current line to the switch buffer for (int lineX = 0; lineX < width; lineX++) { switchLine[lineX] = buffer[lineIndex + lineX]; } // Copy the opposite line to the current line for (int lineX = 0; lineX < width; lineX++) { buffer[lineIndex + lineX] = buffer[lineIndex2 + lineX]; } // Copy the switch buffer to the opposite line for (int lineX = 0; lineX < width; lineX++) { buffer[lineIndex2 + lineX] = switchLine[lineX]; } } } NativeRenderTarget.Bind(lastRt); }
public static void Bind(NativeRenderTarget nextBound) { if (curBound == nextBound) { return; } // When binding a different target, execute pending post-render steps for the previous one if (curBound != null && curBound != nextBound) { curBound.ApplyPostRender(); } // Bind new RenderTarget ApplyGLBind(nextBound); // Update binding info curBound = nextBound; if (curBound != null) { curBound.pendingPostRender = true; } }
void IGraphicsBackend.BeginRendering(IDrawDevice device, VertexBatchStore vertexData, RenderOptions options, RenderStats stats) { DebugCheckOpenGLErrors(); // ToDo: AA is disabled for now //this.CheckContextCaps(); this.currentDevice = device; this.renderOptions = options; this.renderStats = stats; // Upload all vertex data that we'll need during rendering if (vertexData != null) { this.perVertexTypeVBO.Count = Math.Max(this.perVertexTypeVBO.Count, vertexData.Batches.Count); for (int typeIndex = 0; typeIndex < vertexData.Batches.Count; typeIndex++) { // Filter out unused vertex types IVertexBatch vertexBatch = vertexData.Batches[typeIndex]; if (vertexBatch == null) { continue; } if (vertexBatch.Count == 0) { continue; } // Generate a VBO for this vertex type if it didn't exist yet if (this.perVertexTypeVBO[typeIndex] == 0) { GL.GenBuffers(1, out this.perVertexTypeVBO.Data[typeIndex]); } GL.BindBuffer(BufferTarget.ArrayBuffer, this.perVertexTypeVBO[typeIndex]); // Upload all data of this vertex type as a single block int vertexDataLength = vertexBatch.Declaration.Size * vertexBatch.Count; using (PinnedArrayHandle pinned = vertexBatch.Lock()) { GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, IntPtr.Zero, BufferUsage.StreamDraw); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)vertexDataLength, pinned.Address, BufferUsage.StreamDraw); } } } GL.BindBuffer(BufferTarget.ArrayBuffer, 0); // Prepare the target surface for rendering NativeRenderTarget.Bind(options.Target as NativeRenderTarget); // Determine the available size on the active rendering surface //Point2 availableSize; //if (NativeRenderTarget.BoundRT != null) { // availableSize = new Point2(NativeRenderTarget.BoundRT.Width, NativeRenderTarget.BoundRT.Height); //} else { // availableSize = this.externalBackbufferSize; //} Rect openGLViewport = options.Viewport; // Setup viewport and scissor rects GL.Viewport((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); GL.Scissor((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); // Clear buffers ClearBufferMask glClearMask = 0; ColorRgba clearColor = options.ClearColor; if ((options.ClearFlags & ClearFlag.Color) != ClearFlag.None) { glClearMask |= ClearBufferMask.ColorBufferBit; } if ((options.ClearFlags & ClearFlag.Depth) != ClearFlag.None) { glClearMask |= ClearBufferMask.DepthBufferBit; } GL.ClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f, clearColor.A / 255.0f); GL.ClearDepth(options.ClearDepth); GL.Clear(glClearMask); // Configure Rendering params if (options.RenderMode == RenderMatrix.ScreenSpace) { GL.Enable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Always); } else { GL.Enable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); GL.DepthFunc(DepthFunction.Lequal); } Matrix4 modelView = options.ModelViewMatrix; Matrix4 projection = options.ProjectionMatrix; if (NativeRenderTarget.BoundRT != null) { modelView = Matrix4.CreateScale(new Vector3(1f, -1f, 1f)) * modelView; if (options.RenderMode == RenderMatrix.ScreenSpace) { modelView = Matrix4.CreateTranslation(new Vector3(0f, -device.TargetSize.Y, 0f)) * modelView; } } // Convert matrices to float arrays GetArrayMatrix(ref modelView, ref modelViewData); GetArrayMatrix(ref projection, ref projectionData); // All EBOs can be used again lastUsedEBO = 0; }
void IGraphicsBackend.BeginRendering(IDrawDevice device, RenderOptions options, RenderStats stats) { DebugCheckOpenGLErrors(); // ToDo: AA is disabled for now //this.CheckContextCaps(); this.currentDevice = device; this.renderOptions = options; this.renderStats = stats; // Prepare the target surface for rendering NativeRenderTarget.Bind(options.Target as NativeRenderTarget); // Determine the available size on the active rendering surface //Point2 availableSize; //if (NativeRenderTarget.BoundRT != null) { // availableSize = new Point2(NativeRenderTarget.BoundRT.Width, NativeRenderTarget.BoundRT.Height); //} else { // availableSize = this.externalBackbufferSize; //} Rect openGLViewport = options.Viewport; // Setup viewport and scissor rects GL.Viewport((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); GL.Scissor((int)openGLViewport.X, (int)openGLViewport.Y, (int)MathF.Ceiling(openGLViewport.W), (int)MathF.Ceiling(openGLViewport.H)); // Clear buffers ClearBufferMask glClearMask = 0; ColorRgba clearColor = options.ClearColor; if ((options.ClearFlags & ClearFlag.Color) != ClearFlag.None) { glClearMask |= ClearBufferMask.ColorBufferBit; } if ((options.ClearFlags & ClearFlag.Depth) != ClearFlag.None) { glClearMask |= ClearBufferMask.DepthBufferBit; } GL.ClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f, clearColor.A / 255.0f); GL.ClearDepth(options.ClearDepth); GL.Clear(glClearMask); // Configure Rendering params GL.Enable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); if (options.DepthTest) { GL.DepthFunc(DepthFunction.Lequal); } else { GL.DepthFunc(DepthFunction.Always); } Matrix4 view = options.ViewMatrix; Matrix4 projection = options.ProjectionMatrix; if (NativeRenderTarget.BoundRT != null) { Matrix4 flipOutput = Matrix4.CreateScale(1.0f, -1.0f, 1.0f); projection = projection * flipOutput; } // Convert matrices to float arrays GetArrayMatrix(ref view, viewData); GetArrayMatrix(ref projection, projectionData); // All EBOs can be used again lastUsedEBO = 0; }