public void InitTextures()
        {
            //Used for dynamic lights. Ie spot, point, lights
            //Dynamic lights are setup using the g buffer pass (normals) and depth information before material pass is drawn
            //Additional slices may be used for bloom intensity
            LightPrepassTexture = GLTexture2DArray.CreateUncompressedTexture(4, 4, 1, 1,
                                                                             PixelInternalFormat.Rgba16f, PixelFormat.Rgba, PixelType.Float);

            LightPrepassTexture.Bind();
            LightPrepassTexture.MagFilter = TextureMagFilter.Linear;
            LightPrepassTexture.MinFilter = TextureMinFilter.Linear;
            LightPrepassTexture.UpdateParameters();
            LightPrepassTexture.Unbind();

            //Shadows
            //Channel usage:
            //Red - Dynamic shadows
            //Green - Static shadows (course, for casting onto objects)
            //Blue - Soft shading (under kart, dynamic AO?)
            //Alpha - Usually gray
            ShadowPrepassTexture = GLTexture2D.CreateWhiteTexture(4, 4);

            foreach (var lmap in Resources.LightMapFiles.Values)
            {
                lmap.Setup();
            }
        }
 public void UpdateLightPrepass(GLContext control, GLTexture gbuffer, GLTexture linearDepth)
 {
     if (LightPrepassTexture == null)
     {
         LightPrepassTexture = GLTexture2DArray.CreateUncompressedTexture(control.Width, control.Height, 1, 1,
                                                                          PixelInternalFormat.R11fG11fB10f, PixelFormat.Rgb, PixelType.UnsignedInt10F11F11FRev);
         LightPrepassTexture.Bind();
         LightPrepassTexture.MagFilter = TextureMagFilter.Linear;
         LightPrepassTexture.MinFilter = TextureMinFilter.Linear;
         LightPrepassTexture.UpdateParameters();
         LightPrepassTexture.Unbind();
     }
     LightPrepassManager.CreateLightPrepassTexture(control, gbuffer, linearDepth, LightPrepassTexture);
 }
        //Update all existing cubemap uint objects
        public static void GenerateCubemaps(List <GenericRenderer> targetModels, bool isWiiU)
        {
            var texture = isWiiU ? CubeMapTextureArray : CubeMapTexture;

            if (texture != null)
            {
                texture.Dispose();
            }

            if (isWiiU)
            {
                texture = GLTexture2DArray.CreateUncompressedTexture(CUBEMAP_SIZE, CUBEMAP_SIZE, MAX_LAYER_COUNT * 6, MAX_MIP_LEVEL,
                                                                     PixelInternalFormat.Rgba16f, PixelFormat.Rgba, PixelType.Float);
            }
            else
            {
                texture = GLTextureCubeArray.CreateEmptyCubemap(CUBEMAP_SIZE, MAX_LAYER_COUNT, MAX_MIP_LEVEL,
                                                                PixelInternalFormat.Rgba16f, PixelFormat.Rgba, PixelType.Float);
            }

            GLTextureCube cubemapTexture = GLTextureCube.CreateEmptyCubemap(
                CUBEMAP_UPSCALE_SIZE, PixelInternalFormat.Rgba16f, PixelFormat.Rgba, PixelType.Float, 9);

            //Get a list of cubemaps in the scene
            //The lighting engine has cube map objects with the object placement to draw
            var lightingEngine   = LightingEngine.LightSettings;
            var cubemapEnvParams = lightingEngine.Resources.CubeMapFiles.FirstOrDefault().Value;
            var cubeMapUints     = cubemapEnvParams.CubeMapObjects;
            int layer            = 0;

            foreach (var cubeMap in cubeMapUints)
            {
                var cUint = cubeMap.CubeMapUint;
                //Cubemap has no area assigned skip it
                if (cubeMap.CubeMapUint.Name == string.Empty)
                {
                    continue;
                }

                //Setup the camera to render the cube map faces
                CubemapCamera camera = new CubemapCamera(
                    new Vector3(cUint.Position.X, cUint.Position.Y, cUint.Position.Z)
                    * GLContext.PreviewScale, cUint.Near, cUint.Far);

                var context = new GLContext();
                context.Camera = camera;

                GenerateCubemap(context, cubemapTexture, camera, targetModels, MAX_MIP_LEVEL);

                cubemapTexture.Bind();
                cubemapTexture.GenerateMipmaps();
                cubemapTexture.Unbind();

                //HDR encode and output into the array
                CubemapHDREncodeRT.CreateCubemap(cubemapTexture, texture, layer, MAX_MIP_LEVEL, false, true);

                if (SAVE_TO_DISK)
                {
                    cubemapTexture.SaveDDS(cubeMap.Name + "default.dds");
                }

                layer++;
            }

            cubemapTexture.Dispose();

            //Just generate mips to keep things easier
            texture.Bind();
            texture.GenerateMipmaps();
            texture.Unbind();

            if (SAVE_TO_DISK)
            {
                texture.SaveDDS("Cubemap_Array_HDR.dds");
            }

            if (isWiiU)
            {
                CubeMapTextureArray = texture;
            }
            else
            {
                CubeMapTexture = texture;
            }
        }