Example #1
0
        private void PrepareState()
        {
            if (m_Passes != null)
            {
                return;
            }

            unsafe
            {
                AOC_Texture =
                new DataTexture<float> {
                    Name = "AOC_Texture",
                    InternalFormat = PixelInternalFormat.R8,
                    Data2D = new float[m_AocTextureSize, m_AocTextureSize],
                    Params = new TextureBase.Parameters
                    {
                        GenerateMipmap = true,
                        MinFilter = TextureMinFilter.LinearMipmapLinear,
                        MagFilter = TextureMagFilter.Linear,
                }};

                NormalDepth_Texture =
                new DataTexture<Vector4> {
                    Name = "NormalDepth_Texture",
                    InternalFormat = PixelInternalFormat.Rgba32f,
                    //Format = PixelFormat.DepthComponent,
                    Data2D = new Vector4[m_SolidModeTextureSize, m_SolidModeTextureSize],
                    Params = new TextureBase.Parameters
                    {
                        GenerateMipmap = false,
                        MinFilter = TextureMinFilter.Nearest,
                        MagFilter = TextureMagFilter.Nearest,
                }};

                Depth_Texture =
                new DataTexture<float> {
                    Name = "Depth_Texture",
                    InternalFormat = PixelInternalFormat.DepthComponent32f,
                    Format = PixelFormat.DepthComponent,
                    Data2D = new float[m_SolidModeTextureSize, m_SolidModeTextureSize],
                    Params = new TextureBase.Parameters
                    {
                        GenerateMipmap = false,
                        MinFilter = TextureMinFilter.Nearest,
                        MagFilter = TextureMagFilter.Nearest,
                }};
            }

            var ortho = Matrix4.CreateOrthographic (1, 1, (float)NEAR, (float)FAR);

            m_Projection = new MatrixStack ().Push (ortho);
            m_TransformationStack = new MatrixStack ().Push (m_Projection);

            m_UniformState = new UniformState
            {
                {"pRayMarchStepFactor", () => this.RayMarchStepFactor},
                {"k1", () => this.K1},
                {"k2", () => this.K2},
                {"k3", () => this.K3},
                {"k4", () => this.K4},
                {"time", () => this.Time},
            };

            /*//
            var firstPassSolid = RenderPassFactory.CreateFullscreenQuad
            (
                 "raymarch", "System5",
                 ValueProvider.Create(() => new Vector2(m_SolidModeTextureSize, m_SolidModeTextureSize)),
                 (window) =>
                 {
                    SetCamera (window);
                 },
                 (window) =>
                 {
                    GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
                    GL.Enable (EnableCap.DepthTest);
                    GL.DepthMask(true);
                    GL.DepthFunc (DepthFunction.Less);
                    GL.Disable (EnableCap.Blend);
                 },

                 //pass state
                 new FramebufferBindingSet
                 {
                   { FramebufferAttachment.DepthAttachment, Depth_Texture },
                   { "normal_depth", NormalDepth_Texture }
                 },
                 m_UniformState
            );*/

            var firstPassSolid = new SeparateProgramPass (
                "raymarch",
                (window) =>
                {
                    SetCamera (window);
                },
                (window) =>
                {
                    /*GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
                    GL.Enable (EnableCap.DepthTest);
                    GL.DepthMask(true);
                    GL.DepthFunc (DepthFunction.Less);
                    GL.Disable (EnableCap.Blend);*/
                },
                x =>
                {
                    GLExtensions.DispatchCompute(m_SolidModeTextureSize/(4 * 8), m_SolidModeTextureSize/(4 * 8), 1);
                },
                RenderPass.GetShaders ("raymarch", "System5"),
                //pass state
                new ImageBindingSet
                {
                    { "u_NormalDepth", NormalDepth_Texture }
                },
                m_UniformState);

            AocParameters = new AocParameters
            {
                TextureSize = 512,
                OccConstantArea = false,
                OccMaxDist = 40,
                OccMinSampleRatio = 0.5f,
                OccPixmax = 100,
                OccPixmin = 2,
                SamplesCount = 32,
                Strength = 2.3f,
                Bias = 0.4f
            };

            var aocPassSolid = RenderPassFactory.CreateAoc
            (
                 NormalDepth_Texture,
                 AOC_Texture,
                 m_TransformationStack,
                 new MatrixInversion(m_TransformationStack),
                 m_Projection,
                 new MatrixInversion(m_Projection),
                 AocParameters
            );

            //
            var thirdPassSolid = RenderPassFactory.CreateFullscreenQuad
            (
                 "lighting", "System5",
                 ValueProvider.Create(() => m_Viewport),
                 (window) =>
                 {
                    SetCamera (window);
                 },
                 (window) =>
                 {
                    GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
                    GL.Enable (EnableCap.DepthTest);
                    GL.DepthMask(true);
                    GL.DepthFunc (DepthFunction.Less);
                    GL.Disable (EnableCap.Blend);
                 },
                //pass state
                 FramebufferBindingSet.Default,
                 m_UniformState,
                 new TextureBindingSet
                 {
                   {"normaldepth_texture", NormalDepth_Texture },
                   { "aoc_texture", AOC_Texture },
                 }
            );

            m_Passes = new RenderPass[]{ firstPassSolid, aocPassSolid, thirdPassSolid };
            m_Manip = new OrbitManipulator (m_Projection);
            //m_Grid = new Grid (m_TransformationStack);

            m_TransformationStack.Push (m_Manip.RT);
            m_UniformState.Set ("modelview_transform", m_Manip.RT);
            m_UniformState.Set ("modelviewprojection_transform", m_TransformationStack);
            m_UniformState.Set ("projection_transform", m_Projection);
            m_UniformState.Set ("projection_inv_transform", new MatrixInversion(m_Projection));
            m_UniformState.Set ("modelview_inv_transform", new MatrixInversion(m_Manip.RT));
            m_UniformState.Set ("modelviewprojection_inv_transform", new MatrixInversion(m_TransformationStack));

            PrepareState ();
        }
        protected virtual void ParameterSetup()
        {
            //
            AocParameters = new AocParameters
            {
                TextureSize = 1024,
                OccConstantArea = false,
                OccMaxDist = 40,
                OccMinSampleRatio = 0.5f,
                OccPixmax = 44,
                OccPixmin = 2,
                SamplesCount = 32,
                Strength = 1,
                Bias = 0.2f,
                BlurEdgeAvoidance = 0.2f
            };

            //
            m_SunLight = new Light
            {
                Direction = new Vector3(1, 1, 1),
                Type = LightType.Directional
            };

            SunLightImpl = new ShadowImplementationParameters(m_SunLight);
            SunLightImpl.ImplementationType = ShadowImplementationType.Soft2;

            //
            ShadowTextureSize = 2048;
            SolidModeTextureSize = 2048;

            LightSize = 0.1f;
            ExpMapLevel = 1;
            ExpMapNsamples = 15;
            ExpMapRange = 0.0055f;
            ExpMapRangeK = 0.85f;
        }