I am currently developping a C# game engine in XNA, I am currently working on a routine for masking a 2D texture with another 2D texture.
so far I have this routine:
public static Texture2D MaskToTexture2DByTexture2D(GraphicsDevice device, Texture2D texture, Texture2D mask)
{
Texture2D output = new Texture2D(device, texture.Width, texture.Height);
int numberOfPixels = texture.Width * texture.Height;
Color[] ColorArray = new Color[numberOfPixels];
Color[] maskColorArray = new Color[numberOfPixels];
float[] maskArray = new float[numberOfPixels];
mask = ResizeEngine.ResizeToSize(device, mask, new Point(texture.Width, texture.Height));
mask.GetData<Color>(maskColorArray);
maskArray = ColorEngine.ConvertColorArrayToMaskValues(maskColorArray);
texture.GetData<Color>(ColorArray);
Parallel.For(0, ColorArray.Length, index =>
{
ColorArray[index] *= maskArray[index];
});
output.SetData<Color>(ColorArray);
return output;
}
ColorEngine is currently executing following method:
public static float[] ConvertColorArrayToMaskValues(Color[] colors)
{
float[] mask = new float[colors.Count()];
Parallel.For(0, colors.Length, index => { mask[index] = ConvertColorToMaskValue(colors[index]); });
return mask;
}
public static float ConvertColorToMaskValue(Color color)
{
float mask = (color.R + color.G + color.B) / 765.0f;
return mask;
}
this works, but not on a basis where I can use it in the real time render routine, I'd love to replace the Parallel.For
loops into a loop executed by the GPU in parallel. I imported the OpenTK library, but I can't find any documentation for GPU code execution appart from default graphic drawcalls.
is this possible? Or am I wasting my time here?
OpenTK is a CLI/CLR/.Net binding for OpenGL (and other media APIs). OpenGL is a drawing API aimed at GPUs. Programms running on GPUs that control drawing operations are called "shaders" . OpenGL has functions to load and use shaders for its drawing operations. Thus if you want to use OpenTK → OpenGL you'll have to learn the OpenGL API and how to write OpenGL shader programs.
is this possible? Or am I wasting my time here?
most certainly. This is a prime example of what you'd do in a so called fragment shader .
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