Example #1
0
 public LodLevel(Object3dInfo o3i, GenericMaterial gm, float distStart, float distEnd)
 {
     DistanceStart = distStart;
     DistanceEnd = distEnd;
     Info3d = o3i;
     Material = gm;
     ModelMatricesBuffer = new ShaderStorageBuffer();
     RotationMatricesBuffer = new ShaderStorageBuffer();
     Ids = new ShaderStorageBuffer();
 }
Example #2
0
 public RainSystem(float maxRadius, float maxDrops, float speed, float strength)
 {
     Drops          = new List <RainDrop>();
     DropsBuffer    = new ShaderStorageBuffer();
     MaxRadius      = maxRadius;
     MaxDrops       = maxDrops;
     Strength       = strength;
     LastUpdate     = DateTime.Now;
     Game.OnUpdate += UpdateDrops;
 }
Example #3
0
 public RainSystem(float maxRadius, float maxDrops, float speed, float strength)
 {
     Drops = new List<RainDrop>();
     DropsBuffer = new ShaderStorageBuffer();
     MaxRadius = maxRadius;
     MaxDrops = maxDrops;
     Strength = strength;
     LastUpdate = DateTime.Now;
     Game.OnUpdate += UpdateDrops;
 }
Example #4
0
 public InstancedMesh3d(Object3dInfo objectInfo, GenericMaterial material)
 {
     ModelMatricesBuffer = new ShaderStorageBuffer();
     RotationMatricesBuffer = new ShaderStorageBuffer();
     Randomizer = new Random();
     Transformations = new List<TransformationManager>();
     Instances = 0;
     ObjectInfo = objectInfo;
     Material = material;
     UpdateMatrix();
 }
Example #5
0
 public PassiveVoxelizer()
 {
     VoxelizerShader    = ShaderProgram.Compile("Voxelizer.vertex.glsl", "Voxelizer.fragment.glsl");
     BoxesSSBO          = new ShaderStorageBuffer();
     DrawingFramebuffer = new Framebuffer(256, 256, false)
     {
         ColorOnly           = true,
         ColorInternalFormat = PixelInternalFormat.R8,
         ColorPixelType      = PixelType.Byte,
         ColorPixelFormat    = PixelFormat.Red
     };
 }
Example #6
0
 public PassiveVoxelizer()
 {
     VoxelizerShader = ShaderProgram.Compile("Voxelizer.vertex.glsl", "Voxelizer.fragment.glsl");
     BoxesSSBO = new ShaderStorageBuffer();
     DrawingFramebuffer = new Framebuffer(256, 256, false)
     {
         ColorOnly = true,
         ColorInternalFormat = PixelInternalFormat.R8,
         ColorPixelType = PixelType.Byte,
         ColorPixelFormat = PixelFormat.Red
     };
 }
Example #7
0
 public LodLevel(Object3dInfo o3i, GenericMaterial gm, float distStart, float distEnd)
 {
     DistanceStart = distStart;
     DistanceEnd   = distEnd;
     Info3d        = o3i;
     if (Info3d != null)
     {
         BoundingBoxInfo3d = Generators.Object3dGenerator.CreateCube(o3i.BoundingBoxMin, o3i.BoundingBoxMax, Vector2.One).AsObject3dInfo();
     }
     else
     {
         BoundingBoxInfo3d = Object3dInfo.Empty;
     }
     Material         = gm;
     ModelInfosBuffer = new ShaderStorageBuffer();
 }
Example #8
0
        public ComputeBallsScene()
        {
            int instancesAxis = 10;
            int instances = instancesAxis * instancesAxis * instancesAxis;
            var ballInfo = Object3dInfo.LoadFromObjSingle(Media.Get("star3d.obj"));
               // var cb = Object3dGenerator.CreateCube(new Vector3(1000, 1000, 1000), new Vector2(1, 1));
               // cb.FlipFaces();
               // var sky = new Mesh3d(cb, new GenericMaterial(Color.Black));
               // Add(sky);
            ballInfo.Normalize();
            var instanced = new InstancedMesh3d(ballInfo, new GenericMaterial(new Vector4(0, 1, 0, 1)));
            var instanced2 = new InstancedMesh3d(ballInfo, new GenericMaterial(Color.Green));
            //var model = Object3dInfo.LoadFromObjSingle(Media.Get("monkey.obj"));
            //var vrts = model.GetOrderedVertices();
            //vrts = vrts.Distinct().ToList();
            var bts3 = new List<Vector4>();
            for(int x = 0; x < 20; x++)
                for(int y = 60; y > 0; y--)
            {
                bts3.Add(new Vector4(x, y, 0, 1));
            }
            instanced2.UpdateMatrix();
            Add(instanced2);

            instanced.Instances = instances;
            var SBuffer = new ShaderStorageBuffer();
            var VBuffer = new ShaderStorageBuffer();
            var PBuffer = new ShaderStorageBuffer();
            GLThread.Invoke(() =>
            {
                var cshader = new ComputeShader("AIPathFollower.compute.glsl");
                var bts = new List<Vector4>();
                var bts2 = new List<Vector4>();
                var rand = new Random();
                PBuffer.MapData(bts3.ToArray());
                for(int x = 0; x < 12; x++)
                {
                    for(int y = 0; y < 90; y++)
                    {
                        for(int z = 0; z < 12; z++)
                        {
                            instanced.Transformations.Add(new TransformationManager(new Vector3(x * 5, y + 300, z * 5), Quaternion.Identity, 1.5f));
                            bts.Add(new Vector4(x * 5, y + 300, z * 5, 1));
                            bts2.Add(new Vector4(0, 0, 0, 1));
                        }
                    }
                }

                SBuffer.MapData(bts.ToArray());
                VBuffer.MapData(bts2.ToArray());
                instanced.UpdateMatrix();
                GLThread.OnBeforeDraw += (o, e) =>
                {
                    cshader.Use();
                    instanced.ModelMatricesBuffer.Use(0);
                    SBuffer.Use(1);
                    VBuffer.Use(2);
                    PBuffer.Use(3);
                    cshader.SetUniform("BallsCount", instances);
                    cshader.SetUniform("PathPointsCount", bts3.Count);
                    cshader.SetUniform("Time", (float)(DateTime.Now - GLThread.StartTime).TotalMilliseconds / 1000);
                    cshader.Dispatch(12, 90, 12);
                };
            });
            Add(instanced);
        }
Example #9
0
        public PostProcessing(int initialWidth, int initialHeight)
        {
            //FullScene3DTexture = new Texture3D(new Vector3(64, 64, 64));
            TestBuffer = new ShaderStorageBuffer();
            NumbersTexture = new Texture(Media.Get("numbers.png"));
            CShader = new ComputeShader("Blur.compute.glsl");
            GLThread.Invoke(() =>
            {
                TestBuffer.MapData(new Vector3[4]{
                    new Vector3(1, 0.25f, 1), new Vector3(0, 0.55f, 0.75f),
                    new Vector3(1, 0.25f, 0), new Vector3(0.55f, 0, 0.75f)
                });

            });
            Width = initialWidth;
            Height = initialHeight;
            MSAAResolvingFrameBuffer = new Framebuffer(initialWidth, initialHeight);
            MSAAResolvingFrameBuffer.SetMultiSample(true);

            MRT = new MRTFramebuffer(initialWidth, initialHeight);
            BackMRT = new MRTFramebuffer(initialWidth / 4, initialHeight / 4);

            Pass1FrameBuffer = new Framebuffer(initialWidth, initialHeight);
            Pass2FrameBuffer = new Framebuffer(initialWidth, initialHeight);

            LightPointsFrameBuffer = new Framebuffer(initialWidth / 6, initialHeight / 6);
            BloomFrameBuffer = new Framebuffer(initialWidth / 4, initialHeight / 4);
            FogFramebuffer = new Framebuffer(initialWidth, initialHeight);
            SmallFrameBuffer = new Framebuffer(initialWidth / 10, initialHeight / 10);
            LastWorldPositionFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);
            RSMFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);
            SSReflectionsFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);
            VDAOFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);

            GlobalIlluminationFrameBuffer = new Framebuffer(initialWidth, initialHeight);
            //GlobalIlluminationFrameBuffer.ColorInternalFormat = PixelInternalFormat.R8;
            //GlobalIlluminationFrameBuffer.ColorPixelFormat = PixelFormat.Red;
            //GlobalIlluminationFrameBuffer.ColorPixelType = PixelType.UnsignedByte;
            GlobalIlluminationFrameBuffer.Use();
            //BackDiffuseFrameBuffer = new Framebuffer(initialWidth / 2, initialHeight  / 2);
            //BackNormalsFrameBuffer = new Framebuffer(initialWidth / 2, initialHeight / 2);

            ScreenSpaceNormalsWriterShader = ShaderProgram.Compile("Generic.vertex.glsl", "ScreenSpaceNormalsWriter.fragment.glsl");
            BackDepthWriterShader = ShaderProgram.Compile("Generic.vertex.glsl", "BackDepthWriter.fragment.glsl");

            BloomShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Bloom.fragment.glsl");
            MSAAShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "MSAA.fragment.glsl");
            SSAOShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "SSAO.fragment.glsl");
            FogShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Fog.fragment.glsl");
            LightPointsShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "LightPoints.fragment.glsl");
            LensBlurShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "LensBlur.fragment.glsl");
            HDRShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "HDR.fragment.glsl");
            BlitShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Blit.fragment.glsl");
            DeferredShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Deferred.fragment.glsl");
            CombinerShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Combiner.fragment.glsl");
            PathTracerOutputShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Output.fragment.glsl");
            GlobalIlluminationShaderX = ShaderProgram.Compile("PostProcess.vertex.glsl", "GlobalIllumination.fragment.glsl");
            GlobalIlluminationShaderX.SetGlobal("SEED", "gl_FragCoord.x");
            GlobalIlluminationShaderY = ShaderProgram.Compile("PostProcess.vertex.glsl", "GlobalIllumination.fragment.glsl");
            GlobalIlluminationShaderY.SetGlobal("SEED", "gl_FragCoord.y");
            RSMShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "RSM.fragment.glsl");
            SSReflectionsShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "SSReflections.fragment.glsl");
            VDAOShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "VDAO.fragment.glsl");
            //ReflectShader = ShaderProgram.Compile(Media.ReadAllText("PostProcess.vertex.glsl"), Media.ReadAllText("Reflect.fragment.glsl"));

            Object3dInfo postPlane3dInfo = new Object3dInfo(postProcessingPlaneVertices, postProcessingPlaneIndices);
            PostProcessingMesh = new Mesh3d(postPlane3dInfo, new GenericMaterial(Color.Pink));
        }
Example #10
0
 public static FreeCamera SetUpFreeCamera()
 {
     CameraSavedViews = new Dictionary<int, TransformationManager>();
     float aspect = Game.Resolution.Height > Game.Resolution.Width ? Game.Resolution.Height / Game.Resolution.Width : Game.Resolution.Width / Game.Resolution.Height;
     var freeCamera = new FreeCamera((float)Game.Resolution.Width / (float)Game.Resolution.Height, MathHelper.PiOver3 / 1);
     FreeCam = freeCamera;
     PickingResult = new ShaderStorageBuffer();
     MousePicker = new ComputeShader("MousePicker.compute.glsl");
     return freeCamera;
 }