Fixed line endings.
This commit is contained in:
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d79a9ca5d3
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1 changed files with 295 additions and 295 deletions
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@ -1,298 +1,298 @@
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#region --- License ---
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#region --- License ---
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/* Licensed under the MIT/X11 license.
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/* Licensed under the MIT/X11 license.
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* Copyright (c) 2006-2008 the OpenTK Team.
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* Copyright (c) 2006-2008 the OpenTK Team.
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* This notice may not be removed from any source distribution.
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* This notice may not be removed from any source distribution.
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* See license.txt for licensing details.
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* See license.txt for licensing details.
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*/
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*/
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#endregion
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#endregion
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using System;
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using System;
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using System.Diagnostics;
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using System.Diagnostics;
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using OpenTK;
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using OpenTK;
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using OpenTK.Input;
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using OpenTK.Input;
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using OpenTK.Math;
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using OpenTK.Math;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Graphics.OpenGL;
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namespace Examples.Tutorial
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namespace Examples.Tutorial
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{
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{
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[Example("Simple FrameBuffer Object.", ExampleCategory.OpenGL)]
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[Example("Simple FrameBuffer Object.", ExampleCategory.OpenGL)]
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public class SimpleFBO : GameWindow
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public class SimpleFBO : GameWindow
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{
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{
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public SimpleFBO()
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public SimpleFBO()
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: base(800, 600)
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: base(800, 600)
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{
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{
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}
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}
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TextureFont sans = new TextureFont(new System.Drawing.Font(System.Drawing.FontFamily.GenericSansSerif, 14.0f));
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TextureFont sans = new TextureFont(new System.Drawing.Font(System.Drawing.FontFamily.GenericSansSerif, 14.0f));
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ITextPrinter text = new TextPrinter();
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ITextPrinter text = new TextPrinter();
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uint ColorTexture;
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uint ColorTexture;
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uint DepthTexture;
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uint DepthTexture;
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uint FBOHandle;
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uint FBOHandle;
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const int TextureSize = 512;
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const int TextureSize = 512;
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#region Randoms
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#region Randoms
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Random rnd = new Random();
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Random rnd = new Random();
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public const float scale = 3f;
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public const float scale = 3f;
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/// <summary>Returns a random Float in the range [-0.5*scale..+0.5*scale]</summary>
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/// <summary>Returns a random Float in the range [-0.5*scale..+0.5*scale]</summary>
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public float GetRandom()
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public float GetRandom()
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{
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{
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return (float)(rnd.NextDouble() - 0.5) * scale;
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return (float)(rnd.NextDouble() - 0.5) * scale;
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}
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}
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/// <summary>Returns a random Float in the range [0..1]</summary>
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/// <summary>Returns a random Float in the range [0..1]</summary>
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public float GetRandom0to1()
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public float GetRandom0to1()
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{
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{
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return (float)rnd.NextDouble();
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return (float)rnd.NextDouble();
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}
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}
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#endregion Randoms
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#endregion Randoms
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public override void OnLoad(EventArgs e)
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public override void OnLoad(EventArgs e)
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{
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{
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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GL.ClearDepth(1.0f);
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GL.ClearDepth(1.0f);
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GL.DepthFunc(DepthFunction.Lequal);
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GL.DepthFunc(DepthFunction.Lequal);
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GL.Disable(EnableCap.CullFace);
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GL.Disable(EnableCap.CullFace);
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GL.PolygonMode(MaterialFace.Back, PolygonMode.Line);
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GL.PolygonMode(MaterialFace.Back, PolygonMode.Line);
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// Create Color Tex
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// Create Color Tex
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GL.GenTextures(1, out ColorTexture);
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GL.GenTextures(1, out ColorTexture);
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GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
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GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, TextureSize, TextureSize, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, TextureSize, TextureSize, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
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// GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );
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// GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );
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// Create Depth Tex
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// Create Depth Tex
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GL.GenTextures(1, out DepthTexture);
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GL.GenTextures(1, out DepthTexture);
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GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
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GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
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GL.TexImage2D(TextureTarget.Texture2D, 0, (PixelInternalFormat)All.DepthComponent32, TextureSize, TextureSize, 0, PixelFormat.DepthComponent, PixelType.UnsignedInt, IntPtr.Zero);
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GL.TexImage2D(TextureTarget.Texture2D, 0, (PixelInternalFormat)All.DepthComponent32, TextureSize, TextureSize, 0, PixelFormat.DepthComponent, PixelType.UnsignedInt, IntPtr.Zero);
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// things go horribly wrong if DepthComponent's Bitcount does not match the main Framebuffer's Depth
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// things go horribly wrong if DepthComponent's Bitcount does not match the main Framebuffer's Depth
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder);
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// GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );
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// GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D );
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// Create a FBO and attach the textures
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// Create a FBO and attach the textures
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GL.Ext.GenFramebuffers(1, out FBOHandle);
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GL.Ext.GenFramebuffers(1, out FBOHandle);
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GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, FBOHandle);
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GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, FBOHandle);
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GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, ColorTexture, 0);
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GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, ColorTexture, 0);
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GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachmentExt, TextureTarget.Texture2D, DepthTexture, 0);
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GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachmentExt, TextureTarget.Texture2D, DepthTexture, 0);
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#region Test for Error
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#region Test for Error
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switch (GL.Ext.CheckFramebufferStatus(FramebufferTarget.FramebufferExt))
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switch (GL.Ext.CheckFramebufferStatus(FramebufferTarget.FramebufferExt))
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{
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{
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case FramebufferErrorCode.FramebufferCompleteExt:
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case FramebufferErrorCode.FramebufferCompleteExt:
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{
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{
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Console.WriteLine("FBO: The framebuffer is complete and valid for rendering.");
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Console.WriteLine("FBO: The framebuffer is complete and valid for rendering.");
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break;
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break;
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}
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}
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case FramebufferErrorCode.FramebufferIncompleteAttachmentExt:
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case FramebufferErrorCode.FramebufferIncompleteAttachmentExt:
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{
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{
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Console.WriteLine("FBO: One or more attachment points are not framebuffer attachment complete. This could mean there’s no texture attached or the format isn’t renderable. For color textures this means the base format must be RGB or RGBA and for depth textures it must be a DEPTH_COMPONENT format. Other causes of this error are that the width or height is zero or the z-offset is out of range in case of render to volume.");
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Console.WriteLine("FBO: One or more attachment points are not framebuffer attachment complete. This could mean there’s no texture attached or the format isn’t renderable. For color textures this means the base format must be RGB or RGBA and for depth textures it must be a DEPTH_COMPONENT format. Other causes of this error are that the width or height is zero or the z-offset is out of range in case of render to volume.");
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break;
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break;
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}
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}
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case FramebufferErrorCode.FramebufferIncompleteMissingAttachmentExt:
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case FramebufferErrorCode.FramebufferIncompleteMissingAttachmentExt:
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{
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{
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Console.WriteLine("FBO: There are no attachments.");
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Console.WriteLine("FBO: There are no attachments.");
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break;
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break;
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}
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}
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/* case FramebufferErrorCode.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
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/* case FramebufferErrorCode.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
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{
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{
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Console.WriteLine("FBO: An object has been attached to more than one attachment point.");
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Console.WriteLine("FBO: An object has been attached to more than one attachment point.");
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break;
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break;
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}*/
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}*/
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case FramebufferErrorCode.FramebufferIncompleteDimensionsExt:
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case FramebufferErrorCode.FramebufferIncompleteDimensionsExt:
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{
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{
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Console.WriteLine("FBO: Attachments are of different size. All attachments must have the same width and height.");
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Console.WriteLine("FBO: Attachments are of different size. All attachments must have the same width and height.");
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break;
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break;
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}
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}
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case FramebufferErrorCode.FramebufferIncompleteFormatsExt:
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case FramebufferErrorCode.FramebufferIncompleteFormatsExt:
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{
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{
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Console.WriteLine("FBO: The color attachments have different format. All color attachments must have the same format.");
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Console.WriteLine("FBO: The color attachments have different format. All color attachments must have the same format.");
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break;
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break;
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}
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}
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case FramebufferErrorCode.FramebufferIncompleteDrawBufferExt:
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case FramebufferErrorCode.FramebufferIncompleteDrawBufferExt:
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{
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{
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Console.WriteLine("FBO: An attachment point referenced by GL.DrawBuffers() doesn’t have an attachment.");
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Console.WriteLine("FBO: An attachment point referenced by GL.DrawBuffers() doesn’t have an attachment.");
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break;
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break;
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}
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}
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case FramebufferErrorCode.FramebufferIncompleteReadBufferExt:
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case FramebufferErrorCode.FramebufferIncompleteReadBufferExt:
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{
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{
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Console.WriteLine("FBO: The attachment point referenced by GL.ReadBuffers() doesn’t have an attachment.");
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Console.WriteLine("FBO: The attachment point referenced by GL.ReadBuffers() doesn’t have an attachment.");
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break;
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break;
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}
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}
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case FramebufferErrorCode.FramebufferUnsupportedExt:
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case FramebufferErrorCode.FramebufferUnsupportedExt:
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{
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{
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Console.WriteLine("FBO: This particular FBO configuration is not supported by the implementation.");
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Console.WriteLine("FBO: This particular FBO configuration is not supported by the implementation.");
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break;
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break;
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}
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}
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default:
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default:
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{
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{
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Console.WriteLine("FBO: Status unknown. (yes, this is really bad.)");
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Console.WriteLine("FBO: Status unknown. (yes, this is really bad.)");
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break;
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break;
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}
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}
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}
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}
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// using FBO might have changed states, e.g. the FBO might not support stereoscopic views or double buffering
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// using FBO might have changed states, e.g. the FBO might not support stereoscopic views or double buffering
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int[] queryinfo = new int[6];
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int[] queryinfo = new int[6];
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GL.GetInteger(GetPName.MaxColorAttachmentsExt, out queryinfo[0]);
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GL.GetInteger(GetPName.MaxColorAttachmentsExt, out queryinfo[0]);
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GL.GetInteger(GetPName.AuxBuffers, out queryinfo[1]);
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GL.GetInteger(GetPName.AuxBuffers, out queryinfo[1]);
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GL.GetInteger(GetPName.MaxDrawBuffers, out queryinfo[2]);
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GL.GetInteger(GetPName.MaxDrawBuffers, out queryinfo[2]);
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GL.GetInteger(GetPName.Stereo, out queryinfo[3]);
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GL.GetInteger(GetPName.Stereo, out queryinfo[3]);
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GL.GetInteger(GetPName.Samples, out queryinfo[4]);
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GL.GetInteger(GetPName.Samples, out queryinfo[4]);
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GL.GetInteger(GetPName.Doublebuffer, out queryinfo[5]);
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GL.GetInteger(GetPName.Doublebuffer, out queryinfo[5]);
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Console.WriteLine("max. ColorBuffers: " + queryinfo[0] + " max. AuxBuffers: " + queryinfo[1] + " max. DrawBuffers: " + queryinfo[2] +
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Console.WriteLine("max. ColorBuffers: " + queryinfo[0] + " max. AuxBuffers: " + queryinfo[1] + " max. DrawBuffers: " + queryinfo[2] +
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"\nStereo: " + queryinfo[3] + " Samples: " + queryinfo[4] + " DoubleBuffer: " + queryinfo[5]);
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"\nStereo: " + queryinfo[3] + " Samples: " + queryinfo[4] + " DoubleBuffer: " + queryinfo[5]);
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Console.WriteLine("Last GL Error: " + GL.GetError());
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Console.WriteLine("Last GL Error: " + GL.GetError());
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#endregion Test for Error
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#endregion Test for Error
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GL.PushAttrib(AttribMask.ViewportBit);
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GL.PushAttrib(AttribMask.ViewportBit);
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{
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{
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GL.Viewport(0, 0, TextureSize, TextureSize);
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GL.Viewport(0, 0, TextureSize, TextureSize);
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// clear the screen in red, to make it very obvious what the clear affected. only the FBO, not the real framebuffer
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// clear the screen in red, to make it very obvious what the clear affected. only the FBO, not the real framebuffer
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GL.ClearColor(1f, 0f, 0f, 0f);
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GL.ClearColor(1f, 0f, 0f, 0f);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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// smack 50 random triangles into the FBO's textures
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// smack 50 random triangles into the FBO's textures
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GL.Begin(BeginMode.Triangles);
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GL.Begin(BeginMode.Triangles);
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{
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{
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for (int i = 0; i < 50; i++)
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for (int i = 0; i < 50; i++)
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{
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{
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GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1());
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GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1());
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GL.Vertex3(GetRandom(), GetRandom(), GetRandom());
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GL.Vertex3(GetRandom(), GetRandom(), GetRandom());
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GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1());
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GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1());
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GL.Vertex3(GetRandom(), GetRandom(), GetRandom());
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GL.Vertex3(GetRandom(), GetRandom(), GetRandom());
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GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1());
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GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1());
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GL.Vertex3(GetRandom(), GetRandom(), GetRandom());
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GL.Vertex3(GetRandom(), GetRandom(), GetRandom());
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}
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}
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}
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}
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GL.End();
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GL.End();
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}
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}
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GL.PopAttrib();
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GL.PopAttrib();
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GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0); // disable rendering into the FBO
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GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0); // disable rendering into the FBO
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GL.ClearColor(.1f, .2f, .3f, 0f);
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GL.ClearColor(.1f, .2f, .3f, 0f);
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GL.Color3(1f, 1f, 1f);
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GL.Color3(1f, 1f, 1f);
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GL.Enable(EnableCap.Texture2D); // enable Texture Mapping
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GL.Enable(EnableCap.Texture2D); // enable Texture Mapping
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GL.BindTexture(TextureTarget.Texture2D, 0); // bind default texture
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GL.BindTexture(TextureTarget.Texture2D, 0); // bind default texture
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}
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}
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public override void OnUnload(EventArgs e)
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public override void OnUnload(EventArgs e)
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{
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{
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// Clean up what we allocated before exiting
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// Clean up what we allocated before exiting
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GL.DeleteTextures(1, ref ColorTexture);
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GL.DeleteTextures(1, ref ColorTexture);
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GL.DeleteTextures(1, ref DepthTexture);
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GL.DeleteTextures(1, ref DepthTexture);
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GL.Ext.DeleteFramebuffers(1, ref FBOHandle);
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GL.Ext.DeleteFramebuffers(1, ref FBOHandle);
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base.OnUnload(e);
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base.OnUnload(e);
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}
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}
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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{
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{
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GL.Viewport(0, 0, Width, Height);
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GL.Viewport(0, 0, Width, Height);
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GL.MatrixMode(MatrixMode.Projection);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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GL.LoadIdentity();
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Glu.Perspective(60.0, Width / (double)Height, 1.0, 5.0);
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Glu.Perspective(60.0, Width / (double)Height, 1.0, 5.0);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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GL.LoadIdentity();
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Glu.LookAt(0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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Glu.LookAt(0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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base.OnResize(e);
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base.OnResize(e);
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}
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}
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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{
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base.OnUpdateFrame(e);
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base.OnUpdateFrame(e);
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if (Keyboard[Key.Space])
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if (Keyboard[Key.Space])
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{
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{
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ErrorCode err = GL.GetError();
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ErrorCode err = GL.GetError();
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Console.WriteLine(err + " " + Glu.ErrorString((GluErrorCode)err));
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Console.WriteLine(err + " " + Glu.ErrorString((GluErrorCode)err));
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}
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}
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if (Keyboard[Key.Escape])
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if (Keyboard[Key.Escape])
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this.Exit();
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this.Exit();
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}
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}
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|
||||||
public override void OnRenderFrame(RenderFrameEventArgs e)
|
public override void OnRenderFrame(RenderFrameEventArgs e)
|
||||||
{
|
{
|
||||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||||
|
|
||||||
text.Begin();
|
text.Begin();
|
||||||
text.Draw((1.0 / e.Time).ToString("F2"), sans);
|
text.Draw((1.0 / e.Time).ToString("F2"), sans);
|
||||||
text.End();
|
text.End();
|
||||||
|
|
||||||
GL.PushMatrix();
|
GL.PushMatrix();
|
||||||
{
|
{
|
||||||
// Draw the Color Texture
|
// Draw the Color Texture
|
||||||
GL.Translate(-1.1f, 0f, 0f);
|
GL.Translate(-1.1f, 0f, 0f);
|
||||||
GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
|
GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
|
||||||
GL.Begin(BeginMode.Quads);
|
GL.Begin(BeginMode.Quads);
|
||||||
{
|
{
|
||||||
GL.TexCoord2(0f, 1f);
|
GL.TexCoord2(0f, 1f);
|
||||||
GL.Vertex2(-1.0f, 1.0f);
|
GL.Vertex2(-1.0f, 1.0f);
|
||||||
GL.TexCoord2(0.0f, 0.0f);
|
GL.TexCoord2(0.0f, 0.0f);
|
||||||
GL.Vertex2(-1.0f, -1.0f);
|
GL.Vertex2(-1.0f, -1.0f);
|
||||||
GL.TexCoord2(1.0f, 0.0f);
|
GL.TexCoord2(1.0f, 0.0f);
|
||||||
GL.Vertex2(1.0f, -1.0f);
|
GL.Vertex2(1.0f, -1.0f);
|
||||||
GL.TexCoord2(1.0f, 1.0f);
|
GL.TexCoord2(1.0f, 1.0f);
|
||||||
GL.Vertex2(1.0f, 1.0f);
|
GL.Vertex2(1.0f, 1.0f);
|
||||||
}
|
}
|
||||||
GL.End();
|
GL.End();
|
||||||
|
|
||||||
// Draw the Depth Texture
|
// Draw the Depth Texture
|
||||||
GL.Translate(+2.2f, 0f, 0f);
|
GL.Translate(+2.2f, 0f, 0f);
|
||||||
GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
|
GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
|
||||||
GL.Begin(BeginMode.Quads);
|
GL.Begin(BeginMode.Quads);
|
||||||
{
|
{
|
||||||
GL.TexCoord2(0f, 1f);
|
GL.TexCoord2(0f, 1f);
|
||||||
GL.Vertex2(-1.0f, 1.0f);
|
GL.Vertex2(-1.0f, 1.0f);
|
||||||
GL.TexCoord2(0.0f, 0.0f);
|
GL.TexCoord2(0.0f, 0.0f);
|
||||||
GL.Vertex2(-1.0f, -1.0f);
|
GL.Vertex2(-1.0f, -1.0f);
|
||||||
GL.TexCoord2(1.0f, 0.0f);
|
GL.TexCoord2(1.0f, 0.0f);
|
||||||
GL.Vertex2(1.0f, -1.0f);
|
GL.Vertex2(1.0f, -1.0f);
|
||||||
GL.TexCoord2(1.0f, 1.0f);
|
GL.TexCoord2(1.0f, 1.0f);
|
||||||
GL.Vertex2(1.0f, 1.0f);
|
GL.Vertex2(1.0f, 1.0f);
|
||||||
}
|
}
|
||||||
GL.End();
|
GL.End();
|
||||||
}
|
}
|
||||||
GL.PopMatrix();
|
GL.PopMatrix();
|
||||||
|
|
||||||
this.SwapBuffers();
|
this.SwapBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
#region public static void Main()
|
#region public static void Main()
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Entry point of this example.
|
/// Entry point of this example.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[STAThread]
|
[STAThread]
|
||||||
public static void Main()
|
public static void Main()
|
||||||
{
|
{
|
||||||
using (SimpleFBO example = new SimpleFBO())
|
using (SimpleFBO example = new SimpleFBO())
|
||||||
{
|
{
|
||||||
Utilities.SetWindowTitle(example);
|
Utilities.SetWindowTitle(example);
|
||||||
example.Run(30.0, 0.0);
|
example.Run(30.0, 0.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue