Example #1
0
        public void Blend(GLTextuer2D piece, GLTextuer2D whole)
        {
            IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit | (int)ClearBufferMask.DepthBufferBit);

            if (shader != null)
            {
                shader.Use();
                shader.SetUniform("blendMode", (int)Blending);
                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                piece.Bind();
                shader.SetUniform("Background", 1);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
                whole.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                Blit(whole, whole.Width, whole.Height);
            }
        }
Example #2
0
        public override void Process(int width, int height, GLTextuer2D tex, GLTextuer2D output)
        {
            base.Process(width, height, tex, output);

            if (shader != null)
            {
                ResizeViewTo(tex, output, tex.Width, tex.Height, width, height);
                tex = output;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("MainTex", 0);
                shader.SetUniform("gamma", Gamma);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                tex.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();
                Blit(output, width, height);
            }
        }
Example #3
0
        public override void Process(int width, int height, GLTextuer2D tex, GLTextuer2D output)
        {
            base.Process(width, height, tex, output);

            if (shader != null)
            {
                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("width", (float)width);
                shader.SetUniform("height", (float)height);
                shader.SetUniform("radius", Radius);
                shader.SetUniform("outline", Outline);

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();
                Blit(output, width, height);
            }
        }
Example #4
0
        public void Process(int width, int height, GLTextuer2D blur, GLTextuer2D orig, GLTextuer2D output)
        {
            base.Process(width, height, blur, output);

            if (shader != null)
            {
                GLTextuer2D tempColor = new GLTextuer2D(blur.InternalFormat);
                tempColor.Bind();
                tempColor.SetData(IntPtr.Zero, PixelFormat.Rgba, blur.Width, blur.Height);
                if (blur.InternalFormat == PixelInternalFormat.R16f || blur.InternalFormat == PixelInternalFormat.R32f)
                {
                    tempColor.SetSwizzleLuminance();
                }
                else if (blur.IsRGBBased)
                {
                    tempColor.SetSwizzleRGB();
                }
                tempColor.SetFilter((int)TextureMinFilter.Linear, (int)TextureMagFilter.Linear);
                GLTextuer2D.Unbind();

                ResizeViewTo(blur, tempColor, blur.Width, blur.Height, width, height);
                blur = tempColor;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                ResizeViewTo(orig, output, orig.Width, orig.Height, width, height);
                orig = output;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                blur.Bind();
                shader.SetUniform("Original", 1);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
                orig.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();

                Blit(output, width, height);
                tempColor.Release();
            }
        }
        public override void Process(int width, int height, GLTextuer2D tex, GLTextuer2D output)
        {
            base.Process(width, height, tex, output);

            if (shader != null)
            {
                ResizeViewTo(tex, output, tex.Width, tex.Height, width, height);
                tex = output;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();

                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                tex.Bind();

                shader.SetUniform("ColorLUT", 1);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
                ColorLUT.Bind();

                shader.SetUniform("horizontal", Horizontal);
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("Mask", 2);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture2);

                if (Mask != null)
                {
                    UseMask = true;
                    Mask.Bind();
                }
                else
                {
                    UseMask = false;
                }

                shader.SetUniform("useMask", UseMask);

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();
                Blit(output, width, height);
            }
        }
Example #6
0
        public override void Render(GLTextuer2D[] inputs, out GLTextuer2D[] outputs)
        {
            outputs = null;

            if (shader == null)
            {
                return;
            }

            if (inputs == null)
            {
                return;
            }

            if (inputs.Length < 2)
            {
                return;
            }

            blur.Intensity = Intensity;
            blur.Process(width, height, inputs[1], inputs[1]);
            blur.Complete();

            Vector2 tiling = new Vector2(1);

            shader.Use();
            shader.SetUniform("MainTex", 0);
            shader.SetUniform("Bloom", 1);
            shader.SetUniform2("tiling", ref tiling);

            IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
            inputs[0].Bind();

            IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
            inputs[1].Bind();

            //ensure polygon is actually rendered instead of wireframe during this step
            IGL.Primary.PolygonMode((int)MaterialFace.FrontAndBack, (int)PolygonMode.Fill);

            IGL.Primary.Disable((int)EnableCap.CullFace);

            quad.Draw();

            IGL.Primary.Enable((int)EnableCap.CullFace);

            GLTextuer2D.Unbind();
        }
Example #7
0
        public override void Render(GLTextuer2D[] inputs, out GLTextuer2D[] outputs)
        {
            outputs = null;

            if (shader == null)
            {
                return;
            }

            if (inputs == null)
            {
                return;
            }

            if (inputs.Length < 2)
            {
                return;
            }

            blur.Intensity = Intensity;
            blur.Process(width, height, inputs[1], inputs[1]);
            blur.Complete();

            Vector2 tiling = new Vector2(1);

            shader.Use();
            shader.SetUniform("MainTex", 0);
            shader.SetUniform("Bloom", 1);
            shader.SetUniform2("tiling", ref tiling);

            IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
            inputs[0].Bind();

            IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
            inputs[1].Bind();

            IGL.Primary.Disable((int)EnableCap.CullFace);

            quad.Draw();

            IGL.Primary.Enable((int)EnableCap.CullFace);

            GLTextuer2D.Unbind();
        }
Example #8
0
        /// <summary>
        /// This is used to simply render to frame buffer
        /// at the specified width and height
        /// it is used primarily to pull preview images
        /// from the stored textures
        /// </summary>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="tex"></param>
        public void Process(int width, int height, GLTextuer2D tex)
        {
            base.Process(width, height, tex, null);

            if (shader != null)
            {
                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                tex.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
            }
        }
Example #9
0
        public void Process(int width, int height, GLTextuer2D output)
        {
            CreateBuffersIfNeeded();

            if (Mesh != null)
            {
                //bind our depth framebuffer
                frameBuff.Bind();
                IGL.Primary.Viewport(0, 0, width, height);
                IGL.Primary.ClearColor(0, 0, 0, 0);
                IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);
                IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);

                //draw in depth
                Mesh.DrawForDepth();

                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();

                Blit(output, width, height);

                GLFrameBuffer.Unbind();
            }

            base.Process(width, height, output, output);

            if (shader != null)
            {
                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);

                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                output.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();
                Blit(output, width, height);
            }
        }
Example #10
0
        public void Bind(GLTextuer2D tex)
        {
            if (shader != null)
            {
                Matrix4 model = Model;
                Matrix4 view  = View;
                Matrix4 proj  = Projection;

                shader.Use();
                shader.SetUniformMatrix4("modelMatrix", ref model);
                shader.SetUniformMatrix4("viewMatrix", ref view);
                shader.SetUniformMatrix4("projectionMatrix", ref proj);
                shader.SetUniform("MainTex", 0);
                shader.SetUniform("luminosity", Luminosity);
                shader.SetUniform("flipY", FlipY);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);

                if (tex != null)
                {
                    tex.Bind();
                }
            }
        }
        public void Process(int width, int height, GLTextuer2D tex, GLTextuer2D other, GLTextuer2D output)
        {
            base.Process(width, height, tex, output);

            if (shader != null)
            {
                GLTextuer2D tempColor = new GLTextuer2D(tex.InternalFormat);
                tempColor.Bind();
                tempColor.SetData(IntPtr.Zero, PixelFormat.Rgba, tex.Width, tex.Height);
                if (tex.InternalFormat == PixelInternalFormat.R16f || tex.InternalFormat == PixelInternalFormat.R32f)
                {
                    tempColor.SetSwizzleLuminance();
                }
                else if (tex.IsRGBBased)
                {
                    tempColor.SetSwizzleRGB();
                }
                tempColor.SetFilter((int)TextureMinFilter.Linear, (int)TextureMagFilter.Linear);
                GLTextuer2D.Unbind();

                ResizeViewTo(tex, tempColor, tex.Width, tex.Height, width, height);
                tex = tempColor;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                ResizeViewTo(other, output, other.Width, other.Height, width, height);
                other = output;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));


                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);

                shader.SetUniform("redChannel", RedChannel);
                shader.SetUniform("greenChannel", GreenChannel);
                shader.SetUniform("blueChannel", BlueChannel);
                shader.SetUniform("alphaChannel", AlphaChannel);

                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                tex.Bind();
                shader.SetUniform("Other", 1);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
                other.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
                Blit(output, width, height);
                tempColor.Release();
            }
        }
Example #12
0
        public override void Process(int width, int height, GLTextuer2D tex, GLTextuer2D output)
        {
            base.Process(width, height, tex, output);

            if (shader != null)
            {
                ResizeViewTo(tex, output, tex.Width, tex.Height, width, height);
                tex = output;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                Vector2 tiling = new Vector2(TileX, TileY);

                //by using the boxes for gaussian we can produce a more realisitc motion blur
                //then simply using a standard box blur alone (aka a non linear motion blur)
                float[] boxes = Materia.Nodes.Helpers.Blur.BoxesForGaussian(Magnitude, 3);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("width", (float)width);
                shader.SetUniform("height", (float)height);

                //the direction to blur in
                shader.SetUniform("tx", (float)Math.Cos(Direction));
                shader.SetUniform("ty", -(float)Math.Sin(Direction));

                //intensity / magnitude of motion blur
                shader.SetUniform("magnitude", (boxes[0] - 1.0f) / 2.0f);
                shader.SetUniform("MainTex", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                tex.Bind();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();

                Blit(output, width, height);

                for (int i = 1; i < 3; ++i)
                {
                    shader.SetUniform("magnitude", (boxes[i] - 1.0f) / 2.0f);
                    IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                    output.Bind();

                    IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);
                    IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);

                    if (renderQuad != null)
                    {
                        renderQuad.Draw();
                    }

                    GLTextuer2D.Unbind();

                    //output.Bind();
                    //output.CopyFromFrameBuffer(width, height);
                    //GLTextuer2D.Unbind();
                    Blit(output, width, height);
                }
            }
        }
Example #13
0
        /// <summary>
        /// This would be too slow for real time performance at 60fps
        /// but since we are not doing 60fps it is fine
        /// it is a fast box gaussian blur
        /// produces results better than adobes gaussian blur
        /// and faster than theirs!
        /// can easily blur 4kx4k textures in low ms on a 1080 gtx gpu with 64+ intensity
        /// </summary>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="tex"></param>
        /// <param name="output"></param>
        public override void Process(int width, int height, GLTextuer2D tex, GLTextuer2D output)
        {
            base.Process(width, height, tex, output);

            colorBuff.Bind();
            colorBuff.ClampToEdge();
            GLTextuer2D.Unbind();

            if (shader != null)
            {
                ResizeViewTo(tex, output, tex.Width, tex.Height, width, height);
                tex = output;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                Vector2 tiling = new Vector2(TileX, TileY);
                float[] boxes  = Materia.Nodes.Helpers.Blur.BoxesForGaussian(Intensity, 3);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("MainTex", 0);
                shader.SetUniform("horizontal", true);
                shader.SetUniform("intensity", (boxes[0] - 1.0f) / 2.0f);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                tex.Bind();

                //clamp to prevent blur wrap
                tex.ClampToEdge();

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                /*output.Bind();
                 * output.CopyFromFrameBuffer(width, height);
                 * GLTextuer2D.Unbind();*/
                Blit(output, width, height);

                tex.Bind();
                tex.Repeat();
                GLTextuer2D.Unbind();

                shader.SetUniform("horizontal", false);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                output.Bind();

                //clamp to prevent blur wrap
                output.ClampToEdge();

                IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);
                IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                /*output.Bind();
                 * output.CopyFromFrameBuffer(width, height);
                 * GLTextuer2D.Unbind();*/
                Blit(output, width, height);

                //begin second box
                shader.SetUniform("horizontal", true);
                shader.SetUniform("intensity", (boxes[1] - 1.0f) / 2.0f);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                output.Bind();

                IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);
                IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
                output.Bind();
                output.CopyFromFrameBuffer(width, height);
                GLTextuer2D.Unbind();

                shader.SetUniform("horizontal", false);
                shader.SetUniform("intensity", (boxes[1] - 1.0f) / 2.0f);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                output.Bind();

                IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);
                IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                /*output.Bind();
                 * output.CopyFromFrameBuffer(width, height);
                 * GLTextuer2D.Unbind();
                 */

                Blit(output, width, height);

                //begin third box
                shader.SetUniform("horizontal", true);
                shader.SetUniform("intensity", (boxes[2] - 1.0f) / 2.0f);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                output.Bind();

                IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);
                IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                /*output.Bind();
                 * output.CopyFromFrameBuffer(width, height);
                 * GLTextuer2D.Unbind();
                 */

                Blit(output, width, height);

                shader.SetUniform("horizontal", false);
                shader.SetUniform("intensity", (boxes[2] - 1.0f) / 2.0f);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                output.Bind();

                IGL.Primary.Clear((int)ClearBufferMask.ColorBufferBit);
                IGL.Primary.Clear((int)ClearBufferMask.DepthBufferBit);

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();

                /*output.Bind();
                 * output.CopyFromFrameBuffer(width, height);
                 * GLTextuer2D.Unbind();*/
                Blit(output, width, height);
            }

            output.Bind();
            output.Repeat();
            GLTextuer2D.Unbind();

            colorBuff.Bind();
            colorBuff.Repeat();
            GLTextuer2D.Unbind();
        }
Example #14
0
        public virtual void DrawFull()
        {
            if (Mat != null && Mat.Shader != null)
            {
                IGLProgram shader = Mat.Shader;

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                if (Mat.Albedo != null)
                {
                    Mat.Albedo.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
                if (Mat.Metallic != null)
                {
                    Mat.Metallic.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture2);
                if (Mat.Roughness != null)
                {
                    Mat.Roughness.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture3);
                if (Mat.Occlusion != null)
                {
                    Mat.Occlusion.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture4);
                if (Mat.Normal != null)
                {
                    Mat.Normal.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture5);
                if (Mat.Height != null)
                {
                    Mat.Height.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture6);
                PBRMaterial.BRDFLut.Bind();

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture7);
                if (IrradianceMap != null)
                {
                    IrradianceMap.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture8);
                if (PrefilterMap != null)
                {
                    PrefilterMap.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture9);
                if (Mat.Thickness != null)
                {
                    Mat.Thickness.Bind();
                }

                IGL.Primary.ActiveTexture((int)TextureUnit.Texture10);
                if (Mat.Emission != null)
                {
                    Mat.Emission.Bind();
                }

                //use shader
                shader.Use();

                //set texture bind points
                shader.SetUniform("albedo", 0);
                shader.SetUniform("metallicMap", 1);
                shader.SetUniform("roughnessMap", 2);
                shader.SetUniform("occlusionMap", 3);
                shader.SetUniform("normalMap", 4);
                shader.SetUniform("heightMap", 5);
                shader.SetUniform("brdfLUT", 6);
                shader.SetUniform("irradianceMap", 7);
                shader.SetUniform("prefilterMap", 8);
                shader.SetUniform("thicknessMap", 9);
                shader.SetUniform("emissionMap", 10);

                Vector3 lpos = LightPosition;
                Vector3 lc   = LightColor;

                Vector3 cam = CameraPosition;

                //set camera and light stuff
                shader.SetUniform3("cameraPosition", ref cam);
                shader.SetUniform3("lightPosition", ref lpos);
                shader.SetUniform3("lightColor", ref lc);
                shader.SetUniform("lightPower", LightPower);

                //setup MVP and N matrices
                Matrix4 proj = Projection;
                Matrix4 view = View;
                Matrix4 m    = Model;
                Matrix4 norm = Matrix4.Invert(m);
                norm.Transpose();

                shader.SetUniformMatrix4("projectionMatrix", ref proj);
                shader.SetUniformMatrix4("viewMatrix", ref view);
                shader.SetUniformMatrix4("modelMatrix", ref m);
                shader.SetUniformMatrix4("normalMatrix", ref norm);

                shader.SetUniform("far", Far);
                shader.SetUniform("near", Near);

                shader.SetUniform("heightScale", Mat.HeightScale);
                shader.SetUniform("refraction", Mat.IOR);

                ///SSS Related
                shader.SetUniform("SSS_Distortion", Mat.SSSDistortion);
                shader.SetUniform("SSS_Ambient", Mat.SSSAmbient);
                shader.SetUniform("SSS_Power", Mat.SSSPower);

                if (Mat.ClipHeight)
                {
                    shader.SetUniform("occlusionClipBias", Mat.ClipHeightBias);
                }
                else
                {
                    shader.SetUniform("occlusionClipBias", -1.0f);
                }

                shader.SetUniform("displace", Mat.UseDisplacement);

                Vector2 tiling = Tiling;

                shader.SetUniform2("tiling", ref tiling);

                ///draw
                vao.Bind();

                if (Mat.UseDisplacement)
                {
                    IGL.Primary.DrawElements((int)BeginMode.Patches, indicesCount, (int)DrawElementsType.UnsignedInt, 0);
                }
                else
                {
                    IGL.Primary.DrawElements((int)BeginMode.Triangles, indicesCount, (int)DrawElementsType.UnsignedInt, 0);
                }

                GLVertexArray.Unbind();
                GLTextuer2D.Unbind();
            }
        }
Example #15
0
        public void Process(int width, int height, GLTextuer2D tex, GLTextuer2D tex2, GLTextuer2D mask, GLTextuer2D output)
        {
            base.Process(width, height, tex, output);

            if (shader != null)
            {
                GLTextuer2D tempColor  = new GLTextuer2D(tex.InternalFormat);
                GLTextuer2D tempColor2 = new GLTextuer2D(tex2.InternalFormat);

                tempColor.Bind();
                tempColor.SetData(IntPtr.Zero, PixelFormat.Rgba, tex.Width, tex.Height);
                if (tex.InternalFormat == PixelInternalFormat.R16f || tex.InternalFormat == PixelInternalFormat.R32f)
                {
                    tempColor.SetSwizzleLuminance();
                }
                else if (tex.IsRGBBased)
                {
                    tempColor.SetSwizzleRGB();
                }
                tempColor.SetFilter((int)TextureMinFilter.Linear, (int)TextureMagFilter.Linear);
                GLTextuer2D.Unbind();
                tempColor2.Bind();
                tempColor2.SetData(IntPtr.Zero, PixelFormat.Rgba, tex2.Width, tex2.Height);
                if (tex2.InternalFormat == PixelInternalFormat.R16f || tex2.InternalFormat == PixelInternalFormat.R32f)
                {
                    tempColor2.SetSwizzleLuminance();
                }
                else if (tex.IsRGBBased)
                {
                    tempColor.SetSwizzleRGB();
                }
                tempColor2.SetFilter((int)TextureMinFilter.Linear, (int)TextureMagFilter.Linear);
                GLTextuer2D.Unbind();

                ResizeViewTo(tex, tempColor, tex.Width, tex.Height, width, height);
                tex = tempColor;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                ResizeViewTo(tex2, tempColor2, tex2.Width, tex2.Height, width, height);
                tex2 = tempColor2;
                IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));

                if (mask != null)
                {
                    ResizeViewTo(mask, output, mask.Width, mask.Height, width, height);
                    mask = output;
                    IGL.Primary.Clear((int)(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit));
                }

                Vector2 tiling = new Vector2(TileX, TileY);

                shader.Use();
                shader.SetUniform2("tiling", ref tiling);
                shader.SetUniform("Foreground", 0);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture0);
                tex.Bind();
                shader.SetUniform("Background", 1);
                IGL.Primary.ActiveTexture((int)TextureUnit.Texture1);
                tex2.Bind();
                shader.SetUniform("blendMode", BlendMode);
                shader.SetUniform("alpha", Alpha);
                shader.SetUniform("alphaMode", AlphaMode);

                if (mask != null)
                {
                    shader.SetUniform("Mask", 2);
                    IGL.Primary.ActiveTexture((int)TextureUnit.Texture2);
                    shader.SetUniform("hasMask", 1);
                    mask.Bind();
                }
                else
                {
                    shader.SetUniform("hasMask", 0);
                }

                if (renderQuad != null)
                {
                    renderQuad.Draw();
                }

                GLTextuer2D.Unbind();
                //output.Bind();
                //output.CopyFromFrameBuffer(width, height);
                //GLTextuer2D.Unbind();
                Blit(output, width, height);

                tempColor.Release();
                tempColor2.Release();
            }
        }