Ejemplo n.º 1
0
        public LightManager()
        {
            skyboxshader = new GLSLProgram()
                           .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/SkyBoxVertex.glsl", ShaderType.VertexShader))
                           .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/SkyBoxFragment.glsl", ShaderType.FragmentShader))
                           .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.FragmentShader))
                           .Link();

            ambientlightshader = new GLSLProgram()
                                 .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressVertex.glsl", ShaderType.VertexShader))
                                 .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/Light/AmbientLightFragment.glsl", ShaderType.FragmentShader))
                                 .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.FragmentShader))
                                 .Link();

            directionallightshader = new GLSLProgram()
                                     .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressVertex.glsl", ShaderType.VertexShader))
                                     .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/Light/DirectionalLightFragment.glsl", ShaderType.FragmentShader))
                                     .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.FragmentShader))
                                     .Link();

            pointlightshader = new GLSLProgram()
                               .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/Light/PointLightVertex.glsl", ShaderType.VertexShader))
                               .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/Light/PointLightFragment.glsl", ShaderType.FragmentShader))
                               .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.FragmentShader))
                               .Link();

            spotlightshader = new GLSLProgram()
                              .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/Light/SpotLightVertex.glsl", ShaderType.VertexShader))
                              .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/Light/SpotLightFragment.glsl", ShaderType.FragmentShader))
                              .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.FragmentShader))
                              .Link();

            lightrenderer = new GenericLightRenderer();
        }
Ejemplo n.º 2
0
        public LightScatteringRenderer(int width, int height)
        {
            skyboxshader = new GLSLProgram()
                           .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/SkyBoxVertex.glsl", ShaderType.VertexShader))
                           .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/SunSkyBoxFragment.glsl", ShaderType.FragmentShader))
                           .Link();

            radialblurshader = new GLSLProgram()
                               .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressVertex.glsl", ShaderType.VertexShader))
                               .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/RadialBlurFragment.glsl", ShaderType.FragmentShader))
                               .Link();

            finalshader = new GLSLProgram()
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressVertex.glsl", ShaderType.VertexShader))
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/LightScatteringFragment.glsl", ShaderType.FragmentShader))
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.FragmentShader))
                          .Link();

            colortexture = new Texture2D(width / 2, height / 2, PixelInternalFormat.R16, PixelFormat.Red, PixelType.UnsignedByte);
            colortexture.SetFiltering(TextureMinFilter.Linear, TextureMagFilter.Linear);
            framebuffer = new Framebuffer()
                          .AttachTexture(colortexture, FramebufferAttachment.ColorAttachment0);
            framebuffer.CheckStatus();
            framebuffer.Unbind();

            colortexture2 = new Texture2D(width / 4, height / 4, PixelInternalFormat.R16, PixelFormat.Red, PixelType.UnsignedByte);
            colortexture2.SetFiltering(TextureMinFilter.Linear, TextureMagFilter.Linear);
            framebuffer2 = new Framebuffer()
                           .AttachTexture(colortexture2, FramebufferAttachment.ColorAttachment0);
            framebuffer2.CheckStatus();
            framebuffer2.Unbind();

            this.width  = width;
            this.height = height;
        }
Ejemplo n.º 3
0
        private void LoadGame(object sender, EventArgs e)
        {
            GL.ClearColor(0, 0, 0, 0);
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.ProgramPointSize);
            GL.Enable(EnableCap.CullFace);
            GL.PointSize(5);

            worldshader = new GLSLProgram()
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/WorldVertex.glsl", ShaderType.VertexShader))
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/WorldFragment.glsl", ShaderType.FragmentShader))
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/WorldGeometry.glsl", ShaderType.GeometryShader))
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.VertexShader))
                          .Link();

            ppshader = new GLSLProgram()
                       .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressVertex.glsl", ShaderType.VertexShader))
                       .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressFragment.glsl", ShaderType.FragmentShader))
                       .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GammaCorrection.glsl", ShaderType.FragmentShader))
                       .Link();

            gaussianblurshader = new GLSLProgram()
                                 .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressVertex.glsl", ShaderType.VertexShader))
                                 .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/GaussianBlurFragment.glsl", ShaderType.FragmentShader))
                                 .Link();

            bloomshader = new GLSLProgram()
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/PostProgressVertex.glsl", ShaderType.VertexShader))
                          .AttachShaderAndDelete(GLSLShader.FromFile("./Data/Shader/FX/BloomFragment.glsl", ShaderType.FragmentShader))
                          .Link();


            gDepth    = new Texture2D(Width, Height, PixelInternalFormat.DepthComponent32f, PixelFormat.DepthComponent, PixelType.Float);
            gPosition = new Texture2D(Width, Height, PixelInternalFormat.Rgb32f, PixelFormat.Rgb, PixelType.Float);
            gNormal   = new Texture2D(Width, Height, PixelInternalFormat.Rgb16f, PixelFormat.Rgb, PixelType.HalfFloat);
            gAlbedo   = new Texture2D(Width, Height, PixelInternalFormat.Rgb, PixelFormat.Rgb, PixelType.UnsignedByte);
            gLight    = new Texture2D(Width, Height, PixelInternalFormat.Rgb, PixelFormat.Rgb, PixelType.UnsignedByte);

            gBuffer = new Framebuffer()
                      .AttachTexture(gDepth, FramebufferAttachment.DepthAttachment)
                      .AttachTexture(gPosition, FramebufferAttachment.ColorAttachment0)
                      .AttachTexture(gNormal, FramebufferAttachment.ColorAttachment1)
                      .AttachTexture(gAlbedo, FramebufferAttachment.ColorAttachment2)
                      .AttachTexture(gLight, FramebufferAttachment.ColorAttachment3);
            GL.DrawBuffers(4, new DrawBuffersEnum[] { DrawBuffersEnum.ColorAttachment0, DrawBuffersEnum.ColorAttachment1, DrawBuffersEnum.ColorAttachment2, DrawBuffersEnum.ColorAttachment3 });
            gBuffer.CheckStatus();
            gBuffer.Unbind();

            lightTexture = new Texture2D(Width, Height, PixelInternalFormat.Rgb16f, PixelFormat.Rgb, PixelType.HalfFloat);
            lightTexture.SetWarpMode(TextureWrapMode.ClampToEdge);
            lightBuffer = new Framebuffer()
                          .AttachTexture(lightTexture, FramebufferAttachment.ColorAttachment0);
            lightBuffer.CheckStatus();
            lightBuffer.Unbind();

            lightManager = new LightManager();

            for (int i = 0; i < 2; i++)
            {
                blurTexture[i] = new Texture2D((int)(Width / 2f), (int)(Height / 2f), PixelInternalFormat.Rgb16f, PixelFormat.Rgb, PixelType.HalfFloat);
                blurTexture[i].SetFiltering(TextureMinFilter.Linear, TextureMagFilter.Linear);
                blurFramebuffer[i] = new Framebuffer().AttachTexture(blurTexture[i], FramebufferAttachment.ColorAttachment0);
                if (!blurFramebuffer[i].CheckStatus())
                {
                    Console.WriteLine("Framebuffer error");
                }
                blurFramebuffer[i].Unbind();
            }

            bloomTexture = new Texture2D((int)(Width / 1f), (int)(Height / 1f), PixelInternalFormat.Rgb16f, PixelFormat.Rgb, PixelType.HalfFloat);
            bloomTexture.SetFiltering(TextureMinFilter.Linear, TextureMagFilter.Linear);
            bloomFramebuffer = new Framebuffer().AttachTexture(bloomTexture, FramebufferAttachment.ColorAttachment0);
            if (!bloomFramebuffer.CheckStatus())
            {
                Console.WriteLine("Framebuffer error");
            }
            bloomFramebuffer.Unbind();

            model = new ModelBatch();

            lsr = new LightScatteringRenderer(Width, Height);
        }