private int modelCount; // How many models in scene protected override void OnLoad(System.EventArgs e) { // Check GL features RenderStack.Graphics.Configuration.Initialize(); if (RenderStack.Graphics.Configuration.glslVersion < 150) { throw new System.PlatformNotSupportedException("You need at least GL 3.2"); } AttributeMappings.Global.Add(0, "_position", VertexUsage.Position, 0, 3); AttributeMappings.Global.Add(1, "_normal", VertexUsage.Normal, 0, 3); // Build uniform blocks { System.Text.StringBuilder uniforms = new System.Text.StringBuilder(); CameraUniformBlock.NearFar = "near_far"; CameraUniformBlock.FovXFovYAspect = "fovx_fovy_aspect"; CameraUniformBlock.ViewToClip = "view_to_clip_matrix"; CameraUniformBlock.ClipToView = "view_to_clip_matrix"; CameraUniformBlock.WorldToClip = "world_to_clip_matrix"; CameraUniformBlock.ClipToWorld = "clip_to_world_matrix"; CameraUniformBlock.WorldToView = "world_to_view_matrix"; CameraUniformBlock.ViewToWorld = "view_to_world_matrix"; CameraUniformBlock.Viewport = "viewport"; CameraUniformBlock.ViewPositionInWorld = "view_position_in_world"; CameraUniformBlock.Initialize("camera"); uniforms.Append(CameraUniformBlock.UniformBlockGL.SourceGL); ModelsUB = new UniformBlockGL("models"); ModelsUB.AddMat4("model_to_world_matrix", maxInstanceCount); ModelsUB.Seal(); uniforms.Append(ModelsUB.SourceGL); GlobalUB = new UniformBlockGL("global"); GlobalUB.AddVec4("add_color"); GlobalUB.AddFloat("alpha"); GlobalUB.Seal(); uniforms.Append(GlobalUB.SourceGL); MaterialUB = new UniformBlockGL("material"); MaterialUB.AddVec4("surface_diffuse_reflectance_color"); MaterialUB.AddVec4("surface_specular_reflectance_color"); MaterialUB.AddFloat("surface_roughness"); MaterialUB.Seal(); uniforms.Append(MaterialUB.SourceGL); LightsUB = new UniformBlockGL("lights"); LightsUB.AddVec4("exposure"); LightsUB.AddVec4("color", lightCount); LightsUB.AddVec4("ambient_light_color"); LightsUB.AddVec4("direction", lightCount); LightsUB.AddMat4("world_to_shadow_matrix", lightCount); LightsUB.Seal(); uniforms.Append(LightsUB.SourceGL); ShaderGL3.Replace("UNIFORMS;", uniforms.ToString()); } // Models List <Vector2> positions = UniformPoissonDiskSampler.SampleCircle(Vector2.Zero, poissonRadius, poissonMinDistance); modelCount = positions.Count; System.Diagnostics.Debug.WriteLine("Model count: " + modelCount); modelFrame = new Frame[modelCount]; for (int i = 0; i < modelCount; ++i) { modelFrame[i] = new Frame(); modelFrame[i].LocalToParent.Set( Matrix4.CreateTranslation(positions[i].X, positions[i].Y, -40.0f) ); } // Setup geometry and mesh Geometry geometry = new Sphere(radius, 20, 8); //Matrix4 translate = Matrix4.CreateTranslation(0.0f, 0.0f, -4.0f); //geometry.Transform(translate); mesh = new GeometryMesh(geometry, NormalStyle.PointNormals).GetMesh; // \todo Get rid of this //mesh.VertexBufferRange.Buffer.VertexFormat.Seal(AttributeMappings.Global); // This is where we collect models transformations models = UniformBufferFactory.Create(ModelsUB); global = UniformBufferFactory.Create(GlobalUB); global.Floats("alpha").Set(1.0f); global.Floats("add_color").Set(0.0f, 0.0f, 0.4f); global.Sync(); // Setup lights lights = UniformBufferFactory.Create(LightsUB); lights.Floats("exposure").Set(1.0f); lights.Floats("ambient_light_color").Set(1.0f, 1.0f, 1.0f); for (int i = 0; i < lightCount; ++i) { lights.Floats("direction").SetI(i, 0.0f, 1.0f, 0.0f); lights.Floats("color").SetI(i, 1.0f, 1.0f, 1.0f, 1.0f / (float)lightCount); } lights.Sync(); global.Use(); models.Use(); lights.Use(); // Setup viewport and camera viewport = new Viewport(base.Width, base.Height); camera = new Camera(); camera.Projection.Near = 0.1f; camera.Projection.Far = 300.0f; camera.Frame.LocalToParent.Set( Matrix4.CreateLookAt( new Vector3(0.0f, 0.0f, 4.0f), // camera location new Vector3(0.0f, 0.0f, 0.0f), // aim point new Vector3(0.0f, 1.0f, 0.0f) // up vector ) ); camera.Projection.FovYRadians = RenderStack.Math.Conversions.DegreesToRadians(60.0f); camera.Projection.ProjectionType = ProjectionType.PerspectiveVertical; camera.UniformBufferGL.Use(); // Setup shader program program = (IProgram) new ProgramGL3(vs, fs); // Setup material for (int i = 0; i < Materials.Length; ++i) { var material = UniformBufferFactory.Create(MaterialUB); float h = (float)(i) / (float)(Materials.Length - 1); float r, g, b; Conversions.HSVtoRGB(360.0f * h, 1.0f, 1.0f, out r, out g, out b); float diffuse = 0.2f; float specular = 0.8f; float roughness = 0.1f; material.Floats("surface_diffuse_reflectance_color").Set(diffuse * r, diffuse * g, diffuse * b); material.Floats("surface_specular_reflectance_color").Set(specular * r, specular * r, specular * r); material.Floats("surface_roughness").Set(roughness); material.Sync(); Materials[i] = material; } // Update scene. There is no animation in this scene // so we only need to do it once. camera.Frame.UpdateHierarchical(serial); foreach (var frame in modelFrame) { frame.UpdateHierarchical(serial); } // Setup initial GL state { // Since we only use one program, we don't need to touch this after. camera.UpdateFrame(); camera.UpdateViewport(viewport); camera.UniformBufferGL.Sync(); // Bind program program.Use(0); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); float gammaHalf = (float)Math.Pow(0.5, 1.0 / 2.2); GL.ClearColor(gammaHalf, gammaHalf, gammaHalf, 1.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); SwapBuffers(); Visible = true; // Since we only use one mesh, we don't need to change this after SetupAttributeBindings(); // The mesh has not yet been uploaded to GL, do it now IBufferRange vertexBufferRange = mesh.VertexBufferRange; IBufferRange indexBufferRange = mesh.IndexBufferRange(MeshMode.PolygonFill); if (vertexBufferRange.NeedsUploadGL) { vertexBufferRange.UpdateGL(); } if (indexBufferRange.NeedsUploadGL) { indexBufferRange.UpdateGL(); } } Resize += new EventHandler <EventArgs>(Application_Resize); Unload += new EventHandler <EventArgs>(Application_Unload); }
private void InitializeShaderSystem() { //InitializeOpenRL(); //GL.Enable(EnableCap.Normalize); var dualTexture = AttributeMappings.Pool["dualtexture"] = new AttributeMappings(); dualTexture.Add(0, "_position", VertexUsage.Position, 0, 3); dualTexture.Add(1, "_texcoord", VertexUsage.TexCoord, 0, VertexUsage.TexCoord, 0, 2); dualTexture.Add(2, "_texcoord", VertexUsage.TexCoord, 0, VertexUsage.TexCoord, 1, 2); dualTexture.Add(3, "_color", VertexUsage.Color, 0, 4); var idToColor = AttributeMappings.Pool["idToColor"] = new AttributeMappings(); idToColor.Add(0, "_position", VertexUsage.Position, 0, 3); idToColor.Add(1, "_id_vec3", VertexUsage.Id, 0, VertexUsage.Color, 0, 3); CameraUniformBlock.NearFar = "near_far"; CameraUniformBlock.FovXFovYAspect = "fovx_fovy_aspect"; CameraUniformBlock.ViewToClip = "view_to_clip_matrix"; CameraUniformBlock.ClipToView = "view_to_clip_matrix"; CameraUniformBlock.WorldToClip = "world_to_clip_matrix"; CameraUniformBlock.ClipToWorld = "clip_to_world_matrix"; CameraUniformBlock.WorldToView = "world_to_view_matrix"; CameraUniformBlock.ViewToWorld = "view_to_world_matrix"; CameraUniformBlock.Viewport = "viewport"; CameraUniformBlock.ViewPositionInWorld = "view_position_in_world"; CameraUniformBlock.Initialize("camera"); LightsUniforms.spec.Count = "count"; LightsUniforms.spec.Exposure = "exposure"; LightsUniforms.spec.Bias = "bias"; LightsUniforms.spec.AmbientLightColor = "ambient_light_color"; LightsUniforms.spec.WorldToLight = "world_to_light_matrix"; LightsUniforms.spec.WorldToShadow = "world_to_shadow_matrix"; LightsUniforms.spec.Direction = "direction"; LightsUniforms.spec.Color = "color"; LightsUniforms.Initialize("lights", Configuration.maxLightCount); globalUB = new UniformBlockGL("global"); globalUB.AddVec4("add_color"); globalUB.AddFloat("alpha"); globalUB.Seal(); modelsUB = new UniformBlockGL("models"); modelsUB.AddMat4("model_to_world_matrix", Configuration.instanceCount); modelsUB.AddVec4("id_offset_vec3", Configuration.instanceCount); ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 0"); modelsUB.Seal(); models = UniformBufferFactory.Create(modelsUB); global = UniformBufferFactory.Create(globalUB); global.Floats("alpha").Set(1.0f); global.Floats("add_color").Set(0.0f, 0.0f, 0.4f); global.SyncDelegate = ForceProgramUse; models.SyncDelegate = ModelsDirty; models.Use(); global.Use(); LightsUniforms.Exposure.Set(1.0f); LightsUniforms.Bias.Set(-0.002f, 0.0f, 0.002f); LightsUniforms.AmbientLightColor.Set(0.2f, 0.2f, 0.2f); LightsUniforms.UniformBufferGL.Sync(); LightsUniforms.UniformBufferGL.Use(); var nearestClampToEdge = new SamplerGL1(); nearestClampToEdge.MinFilter = TextureMinFilter.Nearest; nearestClampToEdge.MagFilter = TextureMagFilter.Nearest; nearestClampToEdge.Wrap = TextureWrapMode.ClampToEdge; nearestClampToEdge.CompareMode = TextureCompareMode.None; var bilinearClampToEdge = new SamplerGL1(); bilinearClampToEdge.MinFilter = TextureMinFilter.NearestMipmapLinear; bilinearClampToEdge.MagFilter = TextureMagFilter.Linear; bilinearClampToEdge.Wrap = TextureWrapMode.ClampToEdge; bilinearClampToEdge.CompareMode = TextureCompareMode.None; Samplers.Global.AddSampler2D("t_font", nearestClampToEdge); Samplers.Global.AddSampler2D("t_ninepatch", bilinearClampToEdge).TextureUnitIndex = 1; Samplers.Global.AddSampler2D("t_cube", bilinearClampToEdge); Samplers.Global.AddSampler2D("t_left", nearestClampToEdge); Samplers.Global.AddSampler2D("t_right", nearestClampToEdge).TextureUnitIndex = 1; Samplers.Global.AddSampler2D("t_surface_color", bilinearClampToEdge); Samplers.Global.AddSampler2D("t_particle", bilinearClampToEdge); Samplers.Global.AddSampler2DArray("t_shadowmap_vis", bilinearClampToEdge); Samplers.Global.Seal(); materialUB = new UniformBlockGL("material"); materialUB.AddVec4("surface_diffuse_reflectance_color"); materialUB.AddVec4("surface_specular_reflectance_color"); materialUB.AddFloat("surface_specular_reflectance_exponent"); materialUB.AddVec2("surface_rim_parameters"); materialUB.AddVec4("grid_size"); materialUB.AddFloat("surface_roughness"); materialUB.AddFloat("surface_isotropy"); materialUB.AddFloat("contrast").Default = new Floats(1.0f); materialUB.AddFloat("deghost").Default = new Floats(0.0f); materialUB.AddFloat("saturation").Default = new Floats(1.0f); materialUB.AddFloat("t"); materialUB.AddFloat("slider_t"); materialUB.AddVec4("fill_color"); materialUB.AddVec4("point_color"); materialUB.AddFloat("point_z_offset"); materialUB.AddVec4("line_color"); materialUB.AddVec2("line_width").Default = new Floats(1.0f, 0.25f); // \todo check how to compute .y materialUB.AddFloat("bias_units"); materialUB.AddFloat("bias_factor"); materialUB.AddFloat("octaves").Default = new Floats(4.0f); materialUB.AddFloat("offset").Default = new Floats(0.0f); materialUB.AddFloat("frequency").Default = new Floats(2.2f); materialUB.AddFloat("amplitude").Default = new Floats(0.2f); materialUB.AddFloat("lacunarity").Default = new Floats(3.3f); materialUB.AddFloat("persistence").Default = new Floats(0.25f); materialUB.Seal(); materialUB.ChangeDelegate = ForceProgramUse; }
// \brief Declare uniforms and set Shader replacement strings private void InitializeShaderSystem() { CameraUniformBlock.NearFar = "near_far"; CameraUniformBlock.ViewToClip = "view_to_clip_matrix"; CameraUniformBlock.ClipToView = "view_to_clip_matrix"; CameraUniformBlock.WorldToClip = "world_to_clip_matrix"; CameraUniformBlock.ClipToWorld = "clip_to_world_matrix"; CameraUniformBlock.WorldToView = "world_to_view_matrix"; CameraUniformBlock.ViewToWorld = "view_to_world_matrix"; CameraUniformBlock.Viewport = "viewport"; CameraUniformBlock.ViewPositionInWorld = "view_position_in_world"; CameraUniformBlock.Initialize("camera"); LightsUniforms.spec.Count = "count"; LightsUniforms.spec.Exposure = "exposure"; LightsUniforms.spec.Bias = "bias"; LightsUniforms.spec.AmbientLightColor = "ambient_light_color"; LightsUniforms.spec.WorldToLight = "world_to_light_matrix"; LightsUniforms.spec.WorldToShadow = "world_to_shadow_matrix"; LightsUniforms.spec.Direction = "direction"; LightsUniforms.spec.Color = "color"; LightsUniforms.Initialize("lights", Configuration.maxLightCount); System.Text.StringBuilder uniforms = new System.Text.StringBuilder(); uniforms.Append(CameraUniformBlock.UniformBlockRL.SourceRL); uniforms.Append(LightsUniforms.UniformBlockRL.SourceGL); modelsUB = new UniformBlockRL("models"); modelsUB.AddMat4("model_to_world_matrix", Configuration.instanceCount); if (RenderStack.Graphics.Configuration.useIntegerPolygonIDs) { modelsUB.AddUInt("id_offset_uint", Configuration.instanceCount); ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 1"); } else { modelsUB.AddVec4("id_offset_vec3", Configuration.instanceCount); ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 0"); } modelsUB.Seal(); uniforms.Append(modelsUB.ToString()); globalUB = new UniformBlockRL("global"); globalUB.AddVec4("add_color"); globalUB.AddFloat("alpha"); globalUB.Seal(); uniforms.Append(globalUB.ToString()); uniforms.Append(LightsUniforms.UniformBlockRL.SourceRL); LightsUniforms.UniformBufferRL.Use(); ShaderGL3.Replace("MAX_LIGHT_COUNT", Configuration.maxLightCount.ToString()); models = UniformBufferFactory.Create(modelsUB); global = UniformBufferFactory.Create(globalUB); global.Floats("alpha").Set(1.0f); global.Floats("add_color").Set(0.0f, 0.0f, 0.4f); global.Sync(); LightsUniforms.Exposure.Set(1.0f); LightsUniforms.Bias.Set(-0.002f, 0.0f, 0.002f); LightsUniforms.AmbientLightColor.Set(0.2f, 0.2f, 0.2f); LightsUniforms.UniformBufferRL.Sync(); models.Use(); global.Use(); var nearestClampToEdge = new SamplerRL(); nearestClampToEdge.MinFilter = OpenTK.Graphics.OpenGL.TextureMinFilter.Nearest; nearestClampToEdge.MagFilter = OpenTK.Graphics.OpenGL.TextureMagFilter.Nearest; nearestClampToEdge.Wrap = OpenTK.Graphics.OpenGL.TextureWrapMode.ClampToEdge; nearestClampToEdge.CompareMode = OpenTK.Graphics.OpenGL.TextureCompareMode.None; var bilinearClampToEdge = new SamplerRL(); bilinearClampToEdge.MinFilter = OpenTK.Graphics.OpenGL.TextureMinFilter.NearestMipmapLinear; bilinearClampToEdge.MagFilter = OpenTK.Graphics.OpenGL.TextureMagFilter.Linear; bilinearClampToEdge.Wrap = OpenTK.Graphics.OpenGL.TextureWrapMode.ClampToEdge; bilinearClampToEdge.CompareMode = OpenTK.Graphics.OpenGL.TextureCompareMode.None; Samplers.Global.AddSampler2D("t_font", nearestClampToEdge); Samplers.Global.AddSampler2D("t_ninepatch", bilinearClampToEdge).TextureUnitIndex = 1; Samplers.Global.AddSampler2D("t_cube", bilinearClampToEdge); Samplers.Global.AddSampler2D("t_left", nearestClampToEdge); Samplers.Global.AddSampler2D("t_right", nearestClampToEdge).TextureUnitIndex = 1; Samplers.Global.AddSampler2D("t_surface_color", bilinearClampToEdge); Samplers.Global.AddSampler2D("t_particle", bilinearClampToEdge); Samplers.Global.AddSampler2DArray("t_shadowmap_vis", bilinearClampToEdge); Samplers.Global.Seal(); materialUB = new UniformBlockRL("material"); materialUB.AddVec4("surface_diffuse_reflectance_color"); materialUB.AddVec4("surface_specular_reflectance_color"); materialUB.AddFloat("surface_specular_reflectance_exponent"); materialUB.AddVec2("surface_rim_parameters"); materialUB.AddVec4("grid_size"); materialUB.AddFloat("surface_roughness"); materialUB.AddFloat("surface_isotropy"); materialUB.AddFloat("contrast").Default = new Floats(1.0f); materialUB.AddFloat("deghost").Default = new Floats(0.0f); materialUB.AddFloat("saturation").Default = new Floats(1.0f); materialUB.AddFloat("t"); materialUB.AddFloat("slider_t"); materialUB.AddVec4("fill_color"); materialUB.AddVec4("point_color"); materialUB.AddFloat("point_z_offset"); materialUB.AddVec4("line_color"); materialUB.AddVec2("line_width").Default = new Floats(1.0f, 0.25f); // \todo check how to compute .y materialUB.AddFloat("bias_units"); materialUB.AddFloat("bias_factor"); materialUB.AddFloat("octaves").Default = new Floats(4.0f); materialUB.AddFloat("offset").Default = new Floats(0.0f); materialUB.AddFloat("frequency").Default = new Floats(2.2f); materialUB.AddFloat("amplitude").Default = new Floats(0.2f); materialUB.AddFloat("lacunarity").Default = new Floats(3.3f); materialUB.AddFloat("persistence").Default = new Floats(0.25f); materialUB.Seal(); uniforms.Append(MaterialUB.ToString()); uniforms.Append(Samplers.Global.ToString()); // Have these last ShaderGL3.Replace("UNIFORMS;", uniforms.ToString()); ShaderGL3.Replace("INSTANCE_COUNT", "50"); }
// \brief Declare uniforms and set Shader replacement strings private void InitializeShaderSystem() { #if false if (RenderStack.Graphics.Configuration.useOpenRL) { InitializeOpenRL(); } #endif string fs_shadows = System.IO.File.ReadAllText("res/OpenGL3/_fs_shadows.txt"); string instancing = System.IO.File.ReadAllText("res/OpenGL3/_instancing.txt"); string utils = System.IO.File.ReadAllText("res/OpenGL3/_utils.txt"); ShaderGL3.Replace("FS_SHADOWS;", fs_shadows); ShaderGL3.Replace("INSTANCING;", instancing); ShaderGL3.Replace("UTILS;", utils); CameraUniformBlock.NearFar = "near_far"; CameraUniformBlock.FovXFovYAspect = "fovx_fovy_aspect"; CameraUniformBlock.ViewToClip = "view_to_clip_matrix"; CameraUniformBlock.ClipToView = "view_to_clip_matrix"; CameraUniformBlock.WorldToClip = "world_to_clip_matrix"; CameraUniformBlock.ClipToWorld = "clip_to_world_matrix"; CameraUniformBlock.WorldToView = "world_to_view_matrix"; CameraUniformBlock.ViewToWorld = "view_to_world_matrix"; CameraUniformBlock.Viewport = "viewport"; CameraUniformBlock.ViewPositionInWorld = "view_position_in_world"; CameraUniformBlock.Initialize("camera"); LightsUniforms.spec.Count = "count"; LightsUniforms.spec.Exposure = "exposure"; LightsUniforms.spec.Bias = "bias"; LightsUniforms.spec.AmbientLightColor = "ambient_light_color"; LightsUniforms.spec.WorldToLight = "world_to_light_matrix"; LightsUniforms.spec.WorldToShadow = "world_to_shadow_matrix"; LightsUniforms.spec.Direction = "direction"; LightsUniforms.spec.Color = "color"; LightsUniforms.Initialize("lights", Configuration.maxLightCount); System.Text.StringBuilder uniforms = new System.Text.StringBuilder(); uniforms.Append(CameraUniformBlock.UniformBlockGL.SourceGL); uniforms.Append(LightsUniforms.UniformBlockGL.SourceGL); modelsUB = new UniformBlockGL("models"); modelsUB.AddMat4("model_to_world_matrix", Configuration.instanceCount); if (RenderStack.Graphics.Configuration.useIntegerPolygonIDs) { modelsUB.AddUInt("id_offset_uint", Configuration.instanceCount); ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 1"); } else { modelsUB.AddVec4("id_offset_vec3", Configuration.instanceCount); ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 0"); } modelsUB.Seal(); uniforms.Append(modelsUB.SourceGL); globalUB = new UniformBlockGL("global"); globalUB.AddVec4("add_color"); globalUB.AddFloat("alpha"); globalUB.Seal(); uniforms.Append(globalUB.SourceGL); LightsUniforms.UniformBufferGL.Use(); ShaderGL3.Replace("MAX_LIGHT_COUNT", Configuration.maxLightCount.ToString()); models = UniformBufferFactory.Create(modelsUB); global = UniformBufferFactory.Create(globalUB); global.Floats("alpha").Set(1.0f); global.Floats("add_color").Set(0.0f, 0.0f, 0.4f); global.Sync(); LightsUniforms.Exposure.Set(1.0f); LightsUniforms.Bias.Set(-0.002f, 0.0f, 0.002f); LightsUniforms.AmbientLightColor.Set(0.2f, 0.2f, 0.2f); LightsUniforms.UniformBufferGL.Sync(); models.Use(); global.Use(); // GL_NEAREST - no filtering, no mipmaps // GL_LINEAR - filtering, no mipmaps // GL_NEAREST_MIPMAP_NEAREST - no filtering, sharp switching between mipmaps // GL_NEAREST_MIPMAP_LINEAR - no filtering, smooth transition between mipmaps // GL_LINEAR_MIPMAP_NEAREST - filtering, sharp switching between mipmaps // GL_LINEAR_MIPMAP_LINEAR - filtering, smooth transition between mipmaps // // GL_LINEAR - bilinear // GL_LINEAR_MIPMAP_NEAREST - bilinear with mipmaps // GL_LINEAR_MIPMAP_LINEAR - trilinear // No filtering, no mipmaps var nearest = SamplerFactory.Create(); nearest.MinFilter = TextureMinFilter.Nearest; nearest.MagFilter = TextureMagFilter.Nearest; nearest.Wrap = TextureWrapMode.ClampToEdge; nearest.CompareMode = TextureCompareMode.None; var linear = SamplerFactory.Create(); linear.MinFilter = TextureMinFilter.Linear; linear.MagFilter = TextureMagFilter.Linear; linear.Wrap = TextureWrapMode.ClampToEdge; linear.CompareMode = TextureCompareMode.None; var bilinear = SamplerFactory.Create(); bilinear.MinFilter = TextureMinFilter.LinearMipmapNearest; bilinear.MagFilter = TextureMagFilter.Linear; bilinear.Wrap = TextureWrapMode.ClampToEdge; bilinear.CompareMode = TextureCompareMode.None; var trilinear = SamplerFactory.Create(); trilinear.MinFilter = TextureMinFilter.LinearMipmapLinear; trilinear.MagFilter = TextureMagFilter.Linear; trilinear.Wrap = TextureWrapMode.ClampToEdge; trilinear.CompareMode = TextureCompareMode.None; var pcfShadow = SamplerFactory.Create(); pcfShadow.MinFilter = TextureMinFilter.Linear; pcfShadow.MagFilter = TextureMagFilter.Linear; pcfShadow.Wrap = TextureWrapMode.ClampToEdge; pcfShadow.CompareMode = TextureCompareMode.CompareRefToTexture; if (Configuration.hardwareShadowPCF) { ShaderGL3.Replace("#if HARDWARE_PCF", "#if 1"); Samplers.Global.AddSampler2DArrayShadow("t_shadowmap", pcfShadow).TextureUnitIndex = 2; } else { ShaderGL3.Replace("#if HARDWARE_PCF", "#if 0"); Samplers.Global.AddSampler2DArray("t_shadowmap", linear).TextureUnitIndex = 2; } Samplers.Global.AddSampler2D("t_font", nearest).TextureUnitIndex = 1; Samplers.Global.AddSampler2D("t_ninepatch", linear).TextureUnitIndex = 2; Samplers.Global.AddSampler2D("t_cube", trilinear); Samplers.Global.AddSampler2D("t_left", nearest); Samplers.Global.AddSampler2D("t_right", nearest).TextureUnitIndex = 1; Samplers.Global.AddSampler2D("t_surface_color", trilinear); Samplers.Global.AddSampler2D("t_particle", trilinear); Samplers.Global.AddSampler2DArray("t_shadowmap_vis", linear); Samplers.Global.Seal(); materialUB = new UniformBlockGL("material"); materialUB.AddVec4("surface_diffuse_reflectance_color"); materialUB.AddVec4("surface_specular_reflectance_color"); materialUB.AddFloat("surface_specular_reflectance_exponent"); materialUB.AddVec2("surface_rim_parameters"); materialUB.AddVec4("grid_size"); materialUB.AddVec4("main_camera_near_far"); materialUB.AddFloat("surface_roughness"); materialUB.AddFloat("surface_isotropy"); materialUB.AddFloat("contrast").Default = new Floats(1.0f); materialUB.AddFloat("deghost").Default = new Floats(0.0f); materialUB.AddFloat("saturation").Default = new Floats(1.0f); materialUB.AddFloat("t"); materialUB.AddFloat("slider_t"); materialUB.AddVec4("fill_color"); materialUB.AddVec4("point_color"); materialUB.AddFloat("point_z_offset"); materialUB.AddVec4("line_color"); materialUB.AddVec2("line_width").Default = new Floats(1.0f, 0.25f); // \todo check how to compute .y materialUB.AddFloat("bias_units"); materialUB.AddFloat("bias_factor"); materialUB.AddFloat("octaves").Default = new Floats(4.0f); materialUB.AddFloat("offset").Default = new Floats(0.0f); materialUB.AddFloat("frequency").Default = new Floats(2.2f); materialUB.AddFloat("amplitude").Default = new Floats(0.2f); materialUB.AddFloat("lacunarity").Default = new Floats(3.3f); materialUB.AddFloat("persistence").Default = new Floats(0.25f); materialUB.Seal(); uniforms.Append(MaterialUB.SourceGL); uniforms.Append(Samplers.Global.ToString()); // Have these last ShaderGL3.Replace("UNIFORMS;", uniforms.ToString()); ShaderGL3.Replace("INSTANCE_COUNT", "50"); }