//Vector3 eye, Vector3 sunVector, float groundLevel, float rayleighPhase, float rayleighBrightness, float miePhase, float mieBrightness, float scatterAbsorb, Vector3 Kr, Vector3 sunLight, float skyPrecalcBoundary
        public void Render(SkyRenderParams p)
        {
            Action<ShaderProgram> uniforms = (sp) =>
            {
                sp.SetUniform("eye", p.eye);
                sp.SetUniform("sunVector", p.sunVector);
                sp.SetUniform("groundLevel", p.groundLevel);
                sp.SetUniform("rayleighBrightness", p.rayleighBrightness);
                sp.SetUniform("mieBrightness", p.mieBrightness);
                sp.SetUniform("rayleighPhase", p.rayleighPhase);
                sp.SetUniform("miePhase", p.miePhase);
                sp.SetUniform("scatterAbsorb", p.scatterAbsorb);
                sp.SetUniform("Kr", p.Kr);
                sp.SetUniform("sunLight", p.sunLight);
                sp.SetUniform("skyPrecalcBoundary", p.skyPrecalcBoundary);
            };

            RenderFace(SkyCubeTexture, TextureTarget.TextureCubeMapPositiveX, Vector3.UnitX, -Vector3.UnitZ, -Vector3.UnitY, uniforms);
            RenderFace(SkyCubeTexture, TextureTarget.TextureCubeMapPositiveY, Vector3.UnitY, Vector3.UnitX, Vector3.UnitZ, uniforms);
            RenderFace(SkyCubeTexture, TextureTarget.TextureCubeMapPositiveZ, Vector3.UnitZ, Vector3.UnitX, -Vector3.UnitY, uniforms);
            RenderFace(SkyCubeTexture, TextureTarget.TextureCubeMapNegativeX, -Vector3.UnitX, Vector3.UnitZ, -Vector3.UnitY, uniforms);
            RenderFace(SkyCubeTexture, TextureTarget.TextureCubeMapNegativeY, -Vector3.UnitY, Vector3.UnitX, -Vector3.UnitZ, uniforms);
            RenderFace(SkyCubeTexture, TextureTarget.TextureCubeMapNegativeZ, -Vector3.UnitZ, -Vector3.UnitX, -Vector3.UnitY, uniforms);

            GL.Enable(EnableCap.TextureCubeMap);
            SkyCubeTexture.Bind();
            GL.GenerateMipmap(GenerateMipmapTarget.TextureCubeMap);
        }
Ejemplo n.º 2
0
        public void Render(SkyRenderParams p)
        {
            gb.Render(
                () => { },
                (sp) =>
                {
                    sp.SetUniform("eye", p.eye);
                    sp.SetUniform("sunVector", p.sunVector);
                    sp.SetUniform("groundLevel", p.groundLevel);
                    sp.SetUniform("rayleighBrightness", p.rayleighBrightness);
                    sp.SetUniform("rayleighPhase", p.rayleighPhase);

                    //sp.SetUniform("mieBrightness", 0.0f);
                    //sp.SetUniform("miePhase", 0.8f);
                    sp.SetUniform("mieBrightness", p.mieBrightness);
                    sp.SetUniform("miePhase", p.miePhase);

                    sp.SetUniform("scatterAbsorb", p.scatterAbsorb);
                    sp.SetUniform("Kr", p.Kr);
                    sp.SetUniform("sunLight", p.sunLight);
                    sp.SetUniform("skyPrecalcBoundary", p.skyPrecalcBoundary);
                }
                );

            blur1.Render(this.SkylightTexture);
            blur2.Render(this.SkylightTexture2);
        }