#region --- License --- /* Licensed under the MIT/X11 license. * Copyright (c) 2006-2008 the OpenTK Team. * This notice may not be removed from any source distribution. * See license.txt for licensing details. */ #endregion using System; using System.Diagnostics; using System.Drawing; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; namespace Examples.Tutorial { [Example("Framebuffer Objects", ExampleCategory.OpenGL, "1.x", Documentation = "FramebufferObject")] public class SimpleFBO : GameWindow { public SimpleFBO() : base(800, 600) { } Font sans = new Font(System.Drawing.FontFamily.GenericSansSerif, 16.0f); uint ColorTexture; uint DepthTexture; uint FBOHandle; const int TextureSize = 512; #region Randoms Random rnd = new Random(); public const float scale = 3f; /// Returns a random Float in the range [-0.5*scale..+0.5*scale] public float GetRandom() { return (float)(rnd.NextDouble() - 0.5) * scale; } /// Returns a random Float in the range [0..1] public float GetRandom0to1() { return (float)rnd.NextDouble(); } #endregion Randoms protected override void OnLoad(EventArgs e) { if (!GL.GetString(StringName.Extensions).Contains("EXT_framebuffer_object")) { System.Windows.Forms.MessageBox.Show( "Your video card does not support Framebuffer Objects. Please update your drivers.", "FBOs not supported", System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation); Exit(); } GL.Enable(EnableCap.DepthTest); GL.ClearDepth(1.0f); GL.DepthFunc(DepthFunction.Lequal); GL.Disable(EnableCap.CullFace); GL.PolygonMode(MaterialFace.Back, PolygonMode.Line); // Create Color Tex GL.GenTextures(1, out ColorTexture); GL.BindTexture(TextureTarget.Texture2D, ColorTexture); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, TextureSize, TextureSize, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder); // GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D ); // Create Depth Tex GL.GenTextures(1, out DepthTexture); GL.BindTexture(TextureTarget.Texture2D, DepthTexture); GL.TexImage2D(TextureTarget.Texture2D, 0, (PixelInternalFormat)All.DepthComponent32, TextureSize, TextureSize, 0, PixelFormat.DepthComponent, PixelType.UnsignedInt, IntPtr.Zero); // things go horribly wrong if DepthComponent's Bitcount does not match the main Framebuffer's Depth GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToBorder); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToBorder); // GL.Ext.GenerateMipmap( GenerateMipmapTarget.Texture2D ); // Create a FBO and attach the textures GL.Ext.GenFramebuffers(1, out FBOHandle); GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, FBOHandle); GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, ColorTexture, 0); GL.Ext.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachmentExt, TextureTarget.Texture2D, DepthTexture, 0); #region Test for Error switch (GL.Ext.CheckFramebufferStatus(FramebufferTarget.FramebufferExt)) { case FramebufferErrorCode.FramebufferCompleteExt: { Console.WriteLine("FBO: The framebuffer is complete and valid for rendering."); break; } case FramebufferErrorCode.FramebufferIncompleteAttachmentExt: { 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."); break; } case FramebufferErrorCode.FramebufferIncompleteMissingAttachmentExt: { Console.WriteLine("FBO: There are no attachments."); break; } /* case FramebufferErrorCode.GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT: { Console.WriteLine("FBO: An object has been attached to more than one attachment point."); break; }*/ case FramebufferErrorCode.FramebufferIncompleteDimensionsExt: { Console.WriteLine("FBO: Attachments are of different size. All attachments must have the same width and height."); break; } case FramebufferErrorCode.FramebufferIncompleteFormatsExt: { Console.WriteLine("FBO: The color attachments have different format. All color attachments must have the same format."); break; } case FramebufferErrorCode.FramebufferIncompleteDrawBufferExt: { Console.WriteLine("FBO: An attachment point referenced by GL.DrawBuffers() doesn’t have an attachment."); break; } case FramebufferErrorCode.FramebufferIncompleteReadBufferExt: { Console.WriteLine("FBO: The attachment point referenced by GL.ReadBuffers() doesn’t have an attachment."); break; } case FramebufferErrorCode.FramebufferUnsupportedExt: { Console.WriteLine("FBO: This particular FBO configuration is not supported by the implementation."); break; } default: { Console.WriteLine("FBO: Status unknown. (yes, this is really bad.)"); break; } } // using FBO might have changed states, e.g. the FBO might not support stereoscopic views or double buffering int[] queryinfo = new int[6]; GL.GetInteger(GetPName.MaxColorAttachmentsExt, out queryinfo[0]); GL.GetInteger(GetPName.AuxBuffers, out queryinfo[1]); GL.GetInteger(GetPName.MaxDrawBuffers, out queryinfo[2]); GL.GetInteger(GetPName.Stereo, out queryinfo[3]); GL.GetInteger(GetPName.Samples, out queryinfo[4]); GL.GetInteger(GetPName.Doublebuffer, out queryinfo[5]); Console.WriteLine("max. ColorBuffers: " + queryinfo[0] + " max. AuxBuffers: " + queryinfo[1] + " max. DrawBuffers: " + queryinfo[2] + "\nStereo: " + queryinfo[3] + " Samples: " + queryinfo[4] + " DoubleBuffer: " + queryinfo[5]); Console.WriteLine("Last GL Error: " + GL.GetError()); #endregion Test for Error GL.PushAttrib(AttribMask.ViewportBit); { GL.Viewport(0, 0, TextureSize, TextureSize); // clear the screen in red, to make it very obvious what the clear affected. only the FBO, not the real framebuffer GL.ClearColor(1f, 0f, 0f, 0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // smack 50 random triangles into the FBO's textures GL.Begin(BeginMode.Triangles); { for (int i = 0; i < 50; i++) { GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1()); GL.Vertex3(GetRandom(), GetRandom(), GetRandom()); GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1()); GL.Vertex3(GetRandom(), GetRandom(), GetRandom()); GL.Color3(GetRandom0to1(), GetRandom0to1(), GetRandom0to1()); GL.Vertex3(GetRandom(), GetRandom(), GetRandom()); } } GL.End(); } GL.PopAttrib(); GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, 0); // disable rendering into the FBO GL.ClearColor(.1f, .2f, .3f, 0f); GL.Color3(1f, 1f, 1f); GL.Enable(EnableCap.Texture2D); // enable Texture Mapping GL.BindTexture(TextureTarget.Texture2D, 0); // bind default texture } protected override void OnUnload(EventArgs e) { // Clean up what we allocated before exiting if (ColorTexture != 0) GL.DeleteTextures(1, ref ColorTexture); if (DepthTexture != 0) GL.DeleteTextures(1, ref DepthTexture); if (FBOHandle != 0) GL.Ext.DeleteFramebuffers(1, ref FBOHandle); } protected override void OnResize(EventArgs e) { GL.Viewport(0, 0, Width, Height); double aspect_ratio = Width / (double)Height; OpenTK.Matrix4 perspective = OpenTK.Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, (float)aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perspective); Matrix4 lookat = Matrix4.LookAt(0, 0, 3, 0, 0, 0, 0, 1, 0); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref lookat); base.OnResize(e); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); if (Keyboard[Key.Escape]) this.Exit(); } protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.PushMatrix(); { // Draw the Color Texture GL.Translate(-1.1f, 0f, 0f); GL.BindTexture(TextureTarget.Texture2D, ColorTexture); GL.Begin(BeginMode.Quads); { GL.TexCoord2(0f, 1f); GL.Vertex2(-1.0f, 1.0f); GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(-1.0f, -1.0f); GL.TexCoord2(1.0f, 0.0f); GL.Vertex2(1.0f, -1.0f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(1.0f, 1.0f); } GL.End(); // Draw the Depth Texture GL.Translate(+2.2f, 0f, 0f); GL.BindTexture(TextureTarget.Texture2D, DepthTexture); GL.Begin(BeginMode.Quads); { GL.TexCoord2(0f, 1f); GL.Vertex2(-1.0f, 1.0f); GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(-1.0f, -1.0f); GL.TexCoord2(1.0f, 0.0f); GL.Vertex2(1.0f, -1.0f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(1.0f, 1.0f); } GL.End(); } GL.PopMatrix(); this.SwapBuffers(); } #region public static void Main() /// /// Entry point of this example. /// [STAThread] public static void Main() { using (SimpleFBO example = new SimpleFBO()) { Utilities.SetWindowTitle(example); example.Run(30.0, 0.0); } } #endregion } }