private void EnvLight() { EnvLightShader.Use(); EnvLightFramebuffer.Use(); SetUniformsShared(); EnableAdditiveBlending(); GL.CullFace(CullFaceMode.Front); GL.Enable(EnableCap.TextureCubeMapSeamless); for (int i = 0; i < CubeMaps.Count; i++) { if (i == Game.World.CurrentlyRenderedCubeMap) { continue; } Matrix4 mat = Matrix4.CreateScale(CubeMaps[i].FalloffScale) * Matrix4.CreateTranslation(CubeMaps[i].FalloffScale > 99999.0f ? Camera.MainDisplayCamera.GetPosition() : CubeMaps[i].Position); CubeMaps[i].Texture.Use(TextureUnit.Texture23); EnvLightShader.SetUniform("ModelMatrix", mat); EnvLightShader.SetUniform("MapPosition", CubeMaps[i].FalloffScale > 99999.0f ? Camera.MainDisplayCamera.GetPosition() : CubeMaps[i].Position); EnvLightShader.SetUniform("CubeCutOff", CubeMaps[i].FalloffScale); CubeMapSphere.Draw(); } GL.CullFace(CullFaceMode.Back); DisableBlending(); Game.CheckErrors("Environment light pass"); }
public Renderer(int initialWidth, int initialHeight, int samples) { GlareTexture = new Texture(Media.Get("glaretex.png")); Voxelizer = new Voxel3dTextureWriter(256, 256, 256, new Vector3(22, 22, 22), new Vector3(0, 8, 0)); CubeMapSphere = new Object3dInfo(Object3dManager.LoadFromObjSingle(Media.Get("cubemapsphere.obj")).Vertices); var cubeMapTexDefault = new CubeMapTexture(Media.Get("posx.jpg"), Media.Get("posy.jpg"), Media.Get("posz.jpg"), Media.Get("negx.jpg"), Media.Get("negy.jpg"), Media.Get("negz.jpg")); CubeMaps.Add(new CubeMapInfo() { Texture = cubeMapTexDefault, FalloffScale = 99999999.0f, Position = Vector3.Zero }); Width = initialWidth; Height = initialHeight; Samples = samples; CreateBuffers(); HDRShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "HDR.fragment.glsl"); HDRShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { HDRShader.SetGlobal("USE_MSAA", ""); } VXGIShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "VXGI.fragment.glsl"); VXGIShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { VXGIShader.SetGlobal("USE_MSAA", ""); } AmbientOcclusionShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "AmbientOcclusion.fragment.glsl"); AmbientOcclusionShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { AmbientOcclusionShader.SetGlobal("USE_MSAA", ""); } FogShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Fog.fragment.glsl"); FogShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { FogShader.SetGlobal("USE_MSAA", ""); } DeferredShader = ShaderProgram.Compile("PostProcessPerspective.vertex.glsl", "Deferred.fragment.glsl"); DeferredShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { DeferredShader.SetGlobal("USE_MSAA", ""); } EnvLightShader = ShaderProgram.Compile("PostProcessPerspective.vertex.glsl", "EnvironmentLight.fragment.glsl"); EnvLightShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { EnvLightShader.SetGlobal("USE_MSAA", ""); } CombinerShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Combiner.fragment.glsl"); CombinerShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { CombinerShader.SetGlobal("USE_MSAA", ""); } CombinerSecondShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "CombinerSecond.fragment.glsl"); CombinerSecondShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { CombinerSecondShader.SetGlobal("USE_MSAA", ""); } MotionBlurShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "MotionBlur.fragment.glsl"); MotionBlurShader.SetGlobal("MSAA_SAMPLES", samples.ToString()); if (samples > 1) { MotionBlurShader.SetGlobal("USE_MSAA", ""); } BloomShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Bloom.fragment.glsl"); PostProcessingMesh = new Object3dInfo(VertexInfo.FromFloatArray(postProcessingPlaneVertices)); PostProcessingMesh.DrawMode = PrimitiveType.TriangleStrip; }