A GLRenderTarget is the encapsulation of a simple frame buffer object. The simplest frame buffer has a color buffer, and a depth buffer. It is constructed given a width and height in pixels. Usage: GLRenderTarget myTarget = new GLRenderTarget(width, height); myTarget.Bind(); // Do whatever rendering you want myTarget.Unbind(); The ColorBuffer property will contain the rendered color information.
Inheritance: IBindable
示例#1
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        public DCTProcessor(GraphicsInterface gi, int width, int height)
        {
            fGI = gi;
            fWidth = width;
            fHeight = height;

            // Create the cosine buffer
            // Calculate the cosines
            // assign the values to the texture object
            fCosineBuffer = new GLTextureRectangle(gi, 8, 8, TextureInternalFormat.Luminance, TexturePixelFormat.Luminance, PixelType.Float);

            fRenderTarget = new GLRenderTarget(gi, width, height);
            fDCTOutputTexture = new GLTextureRectangle(gi, width, height, TextureInternalFormat.Rgba, TexturePixelFormat.Rgba, PixelType.Float);

            // We attach the texture 4 times so we can output to the same texture four times
            // in one shader pass using gl_FragData[0,1,2,3]
            fRenderTarget.AttachColorBuffer(fDCTOutputTexture, ColorBufferAttachPoint.Position0);
            fRenderTarget.AttachColorBuffer(fDCTOutputTexture, ColorBufferAttachPoint.Position1);
            fRenderTarget.AttachColorBuffer(fDCTOutputTexture, ColorBufferAttachPoint.Position2);
            fRenderTarget.AttachColorBuffer(fDCTOutputTexture, ColorBufferAttachPoint.Position3);
            fRenderTarget.Unbind();

            // Precalculate the basis functions (cosine tables)

        }
示例#2
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        public DisplaySurface(GraphicsInterface gi, Resolution res, IHaveTexture imageSource)
        {
            fGI = gi;

            fResolution = res;
            fImageSource = imageSource;

            fRenderTarget = new GLRenderTarget(gi, res.Columns, res.Rows);
            fRenderTarget.Unbind();
        }
示例#3
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        protected override void  OnSetContext()
        {
            // When debugging, it's nice to turn on the following check.
            // If you do, whenever there is an error while calling one of the 
            // underlying OpenGL functions, a GLException will be thrown.
            // If this flag is not set, then errors will be silently passed by and
            // rendering will continue.
            //GraphicsInterface.gCheckErrors = true;



            // Enable a couple of features for nice rendering.
            // For this program, Texturing, and DepthTest are essential.
            // The hint for perspective correction is optional
            GI.Features.Texturing2D.Enable();
            GI.Features.DepthTest.Enable();
            GI.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);

            // Set an overall color buffer background color of Invisible,
            // so when we clear the color buffer, it starts out blank.
            GI.Buffers.ColorBuffer.Color = ColorRGBA.Invisible;

            // Create the offscreen render target
            fRenderTarget = new GLRenderTarget(GI, fOffscreenWidth, fOffscreenHeight);

            // Create the texture object that we will be using to do normal rendering.
            // 
            aTexture = TextureHelper.CreateTextureFromFile(GI, "tex.png", false);

            // Create the shader programs using the easy static method that
            // takes vertex and fragment shader strings.
            fFixedPipeline = GLSLShaderProgram.CreateUsingVertexAndFragmentStrings(GI, ShaderStrings.FixedVert, ShaderStrings.FixedFrag);
            fImageProcProgram = GLSLShaderProgram.CreateUsingVertexAndFragmentStrings(GI, ShaderStrings.FixedVert, ShaderStrings.ConvolutionFrag);

            // This is an alternate method of creating the shader programs.
            // You get absolute control of the individual pieces as they 
            // are created, at the cost of brevity
            //GLSLVertexShader fixedVertexShader = new GLSLVertexShader(GI, ShaderStrings.FixedVert);
            //GLSLFragmentShader fixedFragmentShader = new GLSLFragmentShader(GI, ShaderStrings.FixedFrag);
            //GLSLFragmentShader convolutionFragmentShader = new GLSLFragmentShader(GI, ShaderStrings.ConvolutionFrag);

            //// Create the pipeline shader program
            //fFixedPipeline = new GLSLShaderProgram(GI);
            //fFixedPipeline.AttachShader(fixedVertexShader);
            //fFixedPipeline.AttachShader(fixedFragmentShader);
            //fFixedPipeline.Link();

            //// Create the convolution shader program
            //fImageProcProgram = new GLSLShaderProgram(GI);
            //fImageProcProgram.AttachShader(fixedVertexShader);
            //fImageProcProgram.AttachShader(convolutionFragmentShader);
            //fImageProcProgram.Link();

        }
示例#4
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        public DissolveProcessor(GraphicsInterface gi, int width, int height, float noiseScale)
        {
            fGI = gi;

            fWidth = width;
            fHeight = height;
            fNoiseScale = noiseScale;

            // Create the texture objects that will receive the output
            fOutputTexture = new GLTexture2D(GI, width, height, TextureInternalFormat.Rgba, TexturePixelFormat.Bgr, PixelComponentType.Byte, IntPtr.Zero, false);
            // Setup the render target that has 3 color channels for Multi Render Target
            // output in a shader using gl_FragData[n]
            fOutputTarget = new GLRenderTarget(GI);
            fOutputTarget.AttachColorBuffer(fOutputTexture, ColorBufferAttachPoint.Position0);
            fOutputTarget.Unbind();

            // Create the shader program that does the actual separation
            fDissolveShader = GLSLShaderProgram.CreateUsingVertexAndFragmentStrings(GI, FixedVert, Dissolve_Frag);
        }
示例#5
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        public YCrCbProcessor(GraphicsInterface gi, int width, int height)
        {
            fGI = gi;

            fWidth = width;
            fHeight = height;

            // Create the texture objects that will receive the output
            fYTexture = new GLTexture2D(GI, width, height, TextureInternalFormat.Luminance, TexturePixelFormat.Luminance, PixelType.Byte, IntPtr.Zero, false);
            fCrTexture = new GLTexture2D(GI, width, height, TextureInternalFormat.Luminance, TexturePixelFormat.Luminance, PixelType.Byte, IntPtr.Zero, false);
            fCbTexture = new GLTexture2D(GI, width, height, TextureInternalFormat.Luminance, TexturePixelFormat.Luminance, PixelType.Byte, IntPtr.Zero, false);

            // Setup the render target that has 3 color channels for Multi Render Target
            // output in a shader using gl_FragData[n]
            fYCrCbTarget = new GLRenderTarget(GI);
            fYCrCbTarget.AttachColorBuffer(fYTexture, ColorBufferAttachPoint.Position0);
            fYCrCbTarget.AttachColorBuffer(fCrTexture, ColorBufferAttachPoint.Position1);
            fYCrCbTarget.AttachColorBuffer(fCbTexture, ColorBufferAttachPoint.Position2);
            fYCrCbTarget.Unbind();

            // Create the shader program that does the actual separation
            fYCrCbChannelSep = GLSLShaderProgram.CreateUsingVertexAndFragmentStrings(GI, FixedVert, YCrCb_Frag);
        }