Beispiel #1
0
        public void SetUniforms(Renderer renderer, ShaderPool.ShaderPack pack)
        {
            for (int i = 0; i < pack.ProgramsList.Length; i++)
            {
                var shader = pack.ProgramsList[i];
                if (!shader.Compiled)
                {
                    continue;
                }
                shader.Use();

                shader.SetUniform("VPMatrix", Camera.Current.GetVPMatrix());
                Camera.Current.SetUniforms();
                shader.SetUniform("Time", (float)(DateTime.Now - Game.StartTime).TotalMilliseconds / 1000);
                shader.SetUniform("resolution", new Vector2(renderer.Width, renderer.Height));
                shader.SetUniform("CameraPosition", Camera.Current.Transformation.GetPosition());
                shader.SetUniform("CameraDirection", Camera.Current.Transformation.GetOrientation().ToDirection());
                shader.SetUniform("CameraTangentUp", Camera.Current.Transformation.GetOrientation().GetTangent(MathExtensions.TangentDirection.Up));
                shader.SetUniform("CameraTangentLeft", Camera.Current.Transformation.GetOrientation().GetTangent(MathExtensions.TangentDirection.Left));
            }
        }
        public Voxel3dTextureWriter(int gridsizeX, int gridsizeY, int gridsizeZ, Vector3 boxsize, Vector3 staticPosition)
        {
            GridSizeX             = gridsizeX;
            GridSizeY             = gridsizeY;
            GridSizeZ             = gridsizeZ;
            MapPosition           = staticPosition;
            BoxSize               = boxsize;
            TextureResolverShader = new ComputeShader("Texture3DResolve.compute.glsl");
            //TextureResolverNormalShader = new ComputeShader("Texture3DResolveNormal.compute.glsl");
            TextureMipmapShader = new ComputeShader("Texture3DMipmap.compute.glsl");

            TextureRed   = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);
            TextureGreen = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);
            TextureBlue  = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);

            /*
             * TextureNormalX = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.R32i,
             *  ColorPixelFormat = PixelFormat.RedInteger,
             *  ColorPixelType = PixelType.Int
             * };
             * TextureNormalY = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.R32i,
             *  ColorPixelFormat = PixelFormat.RedInteger,
             *  ColorPixelType = PixelType.Int
             * };
             * TextureNormalZ = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.R32i,
             *  ColorPixelFormat = PixelFormat.RedInteger,
             *  ColorPixelType = PixelType.Int
             * };
             * TextureNormalResolved = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.Rgba16f,
             *  ColorPixelFormat = PixelFormat.Rgba,
             *  ColorPixelType = PixelType.HalfFloat
             * };
             */
            TextureCount = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);

            /*
             * TEXTURE LAYOUT:
             * 1 - Initial - RES / 1 - 256
             * 2 - Blurred 2 PX 1 res / 2 128
             * 3 - Blurred 2 PX 2 res / 2 64
             * 4 - Blurred 2 PX 3 res / 2 32
             */

            TextureResolvedMipMaps = new List <Texture3D>();
            int szx = gridsizeX;
            int szy = gridsizeY;
            int szz = gridsizeZ;

            //while(szx > 8 && szy > 8 && szz > 8)
            for (int i = 0; i < 4; i++)
            {
                TextureResolvedMipMaps.Add(new Texture3D(szx, szy, szz)
                {
                    ColorInternalFormat = PixelInternalFormat.Rgba16f,
                    ColorPixelFormat    = PixelFormat.Rgba,
                    ColorPixelType      = PixelType.HalfFloat
                });
                szx = szx / 2;
                szy = szy / 2;
                szz = szz / 2;
            }

            FBO = new Framebuffer(512, 512, true)
            {
            };

            XForward = Matrix4.LookAt(Vector3.Zero, Vector3.UnitX, Vector3.UnitY).ExtractRotation();
            YForward = Matrix4.LookAt(Vector3.Zero, Vector3.UnitY, Vector3.UnitZ).ExtractRotation();
            ZForward = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY).ExtractRotation();

            Vector3 boxhalf = boxsize * 0.5f;


            RenderingCameraX = new Camera();
            RenderingCameraX.UpdatePerspectiveOrtho(-boxhalf.X, boxhalf.X, -boxhalf.Y, boxhalf.Y, boxhalf.Z, -boxhalf.Z);
            RenderingCameraX.SetOrientation(XForward);
            RenderingCameraX.SetPosition(MapPosition);
            RenderingCameraX.Update();

            RenderingCameraY = new Camera();
            RenderingCameraY.UpdatePerspectiveOrtho(-boxhalf.X, boxhalf.X, -boxhalf.Z, boxhalf.Z, boxhalf.Y, -boxhalf.Y);
            RenderingCameraY.SetOrientation(YForward);
            RenderingCameraY.SetPosition(MapPosition);
            RenderingCameraY.Update();

            RenderingCameraZ = new Camera();
            RenderingCameraZ.UpdatePerspectiveOrtho(-boxhalf.X, boxhalf.X, -boxhalf.Y, boxhalf.Y, boxhalf.Z, -boxhalf.Z);
            RenderingCameraZ.SetOrientation(ZForward);
            RenderingCameraZ.SetPosition(MapPosition);
            RenderingCameraZ.Update();

            Shader = new ShaderPool.ShaderPack("Voxel3dTextureWriter.fragment.glsl");
        }