Exemple #1
0
        private void RenderPostProcessEffects(UniformBlock ubo, IEnumerable <IPostProcessEffect> postProcessEffects)
        {
            // POST PROCESS EFFECTs
            if (EnablePostProcessEffects)
            {
                gl.DepthTest(false);
                gl.DepthWrite(false);
                gl.Blend(false);
                gl.DrawLinesOnly(false);

                foreach (var pe in postProcessEffects)
                {
                    if (pe.IsEnabled == false)
                    {
                        continue;
                    }
                    pe.BeforeBindCallBack();
                    gBuffer.BindForPostProcessEffects(pe);
                    pe.Shader.Bind();
                    Factory.QuadMesh.Draw();
                }

                gBuffer.Unbind();
            }
        }
Exemple #2
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        private void RenderDebugBounds(UniformBlock ubo, CameraData camera)
        {
            if (Factory.GetShader("internal/debugDrawBounds.shader").Bind())
            {
                gl.DepthTest(false);
                gl.DepthWrite(false);
                gl.Blend(false);
                gl.DrawLinesOnly(true, false);

                var camPos = camera.ViewPointPosition;
                for (int i = 0; i < toRenderDefferredCount; i++)
                {
                    var renderable = toRenderDefferred[i];
                    var bounds     = renderable.GetFloatingOriginSpaceBounds(camPos);

                    var modelMat     = Matrix4.CreateScale(bounds.Extents) * Matrix4.CreateTranslation(bounds.Center);
                    var modelViewMat = modelMat * camera.GetRotationMatrix();

                    ubo.model.modelMatrix               = modelMat;
                    ubo.model.modelViewMatrix           = modelViewMat;
                    ubo.model.modelViewProjectionMatrix = modelViewMat * camera.GetProjectionMatrix();
                    ubo.modelUBO.UploadToGPU();
                    Factory.SkyBoxMesh.Draw(false);
                }
            }
        }
        internal void UploadUBOdata(UniformBlock ubo, int lightIndex)
        {
            ubo.light.color = this.color;

            if (type == LightType.Directional)
            {
                ubo.light.position = Vector3.Zero;
            }
            else
            {
                ubo.light.position = this.gameObject.transform.position;
            }

            if (type == LightType.Point)
            {
                ubo.light.direction = Vector3.Zero;
            }
            else
            {
                ubo.light.direction = this.gameObject.transform.forward;
            }

            ubo.light.spotExponent = this.spotExponent;
            ubo.light.spotCutOff   = this.spotCutOff;

            ubo.light.hasShadows = hasShadows ? 1 : 0;
            ubo.light.lightIndex = lightIndex;

            ubo.lightUBO.UploadData();
        }
Exemple #4
0
        override internal void UploadUBOandDraw(Camera camera, UniformBlock ubo)
        {
            var modelMat     = this.gameObject.transform.localToWorldMatrix;
            var modelViewMat = modelMat * camera.GetViewMat();

            ubo.model.modelMatrix               = modelMat;
            ubo.model.modelViewMatrix           = modelViewMat;
            ubo.model.modelViewProjectionMatrix = modelViewMat * camera.GetProjectionMat();
            ubo.modelUBO.UploadData();
            mesh.Draw();
        }
 internal void UploadDataToUBO(UniformBlock ubo)
 {
     ubo.engine.viewMatrix           = GetViewMat();
     ubo.engine.projectionMatrix     = GetProjectionMat();
     ubo.engine.viewProjectionMatrix = ubo.engine.viewMatrix * ubo.engine.projectionMatrix;
     ubo.engine.cameraPosition       = this.gameObject.transform.position;
     ubo.engine.screenSize           = this.screenSize;
     ubo.engine.nearClipPlane        = this.nearClipPlane;
     ubo.engine.farClipPlane         = this.farClipPlane;
     GL.Viewport(0, 0, pixelWidth, pixelHeight);
     ubo.engineUBO.UploadData();
 }
Exemple #6
0
        private void RenderLights(UniformBlock ubo, CameraData camera, IList <ILight> allLights)
        {
            lock (allLights)
            {
                for (int lightIndex = 0; lightIndex < allLights.Count; lightIndex++)
                {
                    var light = allLights[lightIndex];
                    if (light == null)
                    {
                        continue;
                    }

                    var shadowMap = light.ShadowMap;

                    #region SHADOW MAAPING

                    /*
                     * if (shadowsEnabled && light.HasShadows)
                     * {
                     *      //GL.Enable(EnableCap.CullFace);
                     *      //GL.CullFace(CullFaceMode.Back);
                     *
                     *      shadowMap.FrameBufferForWriting();
                     *
                     *      GL.Enable(EnableCap.DepthTest); My.Check();
                     *      GL.DepthMask(true); My.Check();
                     *
                     *      shadowMap.Clear();
                     *
                     *      shadowMap.shadowViewCamera.UploadDataToUBO(ubo);
                     *
                     *      for (int i = 0; i < allRenderers.Count; i++)
                     *      {
                     *              var renderer = allRenderers[i];
                     *              if (renderer == null) continue;
                     *
                     *              //if (renderer.CanBeFrustumCulled == false || GeometryUtility.TestPlanesAABB(frustrumPlanes, renderer.bounds))
                     *              {
                     *                      renderer.Material.BeforeBindCallback();
                     *                      renderer.Material.Uniforms.SendAllUniformsTo(renderer.Material.DepthGrabShader.Uniforms);
                     *                      renderer.Material.DepthGrabShader.Bind();
                     *                      renderer.UploadUBOandDraw(shadowMap.shadowViewCamera, ubo);
                     *              }
                     *      }
                     * }*/

                    #endregion SHADOW MAAPING

                    camera.UploadCameraDataToUBO(ubo);                     // bind camera view params

                    // G BUFFER LIGHT PASS

                    {
                        gl.DepthWrite(false);
                        gl.DepthTest(false);
                        gl.DrawLinesOnly(false);

                        light.UploadUBOdata(camera, ubo, lightIndex);

                        var shader = Factory.GetShader("internal/deferred.oneLight.shader");
                        gBuffer.BindForLightPass(shader);

                        if (lightIndex == 0)
                        {
                            GL.Clear(ClearBufferMask.ColorBufferBit); MyGL.Check();
                        }

                        if (ShadowsEnabled && light.HasShadows)
                        {
                            shadowMap.BindUniforms(shader);
                        }

                        if (shader.Bind())
                        {
                            //GL.Enable(EnableCap.Blend);
                            //GL.BlendEquationSeparate(BlendEquationMode.FuncAdd, BlendEquationMode.FuncAdd);
                            //GL.BlendFunc(BlendingFactorSrc.SrcColor, BlendingFactorDest.SrcColor);
                            GL.BlendEquation(BlendEquationMode.FuncAdd); MyGL.Check();
                            GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); MyGL.Check();
                            Factory.QuadMesh.Draw();
                            GL.Disable(EnableCap.Blend); MyGL.Check();
                        }

                        gBuffer.Unbind();
                    }
                }
            }
        }
Exemple #7
0
        private void RenderGBuffer(UniformBlock ubo, CameraData camera)
        {
            // G BUFFER GRAB PASS
            {
                gBuffer.BindAllFrameBuffersForDrawing();

                // SKYBOX PASS
                if (Debug.GetCVar("rendering / debug / render white background"))
                {
                    GL.ClearColor(System.Drawing.Color.White); MyGL.Check();
                    GL.DepthMask(true); MyGL.Check();
                    GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); MyGL.Check();
                }
                else if (Debug.GetCVar("rendering / debug / render black background"))
                {
                    GL.ClearColor(System.Drawing.Color.Black); MyGL.Check();
                    GL.DepthMask(true); MyGL.Check();
                    GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); MyGL.Check();
                }
                else
                {
                    GL.ClearColor(System.Drawing.Color.Black); MyGL.Check();
                    GL.DepthMask(true); MyGL.Check();
                    GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); MyGL.Check();

                    if (SkyboxCubeMap != null)
                    {
                        GL.Disable(EnableCap.DepthTest); MyGL.Check();
                        GL.DepthMask(false); MyGL.Check();
                        GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); MyGL.Check();

                        var shader = Factory.GetShader("internal/deferred.skybox.shader");
                        shader.Uniforms.Set("skyboxCubeMap", SkyboxCubeMap);
                        shader.Bind();

                        Factory.SkyBoxMesh.Draw();
                    }
                }

                SetPolygonMode();

                // RENDER ALL OBJECTS
                {
                    gl.DepthWrite(true);
                    gl.DepthTest(true);
                    gl.Blend(false);

                    for (int i = 0; i < toRenderDefferredCount; i++)
                    {
                        var renderable = toRenderDefferred[i];
                        renderable.Material.BeforeBindCallback();
                        renderable.Material.Uniforms.SendAllUniformsTo(renderable.Material.RenderShader.Uniforms);
                        renderable.Material.RenderShader.Bind();
                        renderable.UploadUBOandDraw(camera, ubo);
                    }
                    // GL.MultiDrawElementsIndirect
                }

                gBuffer.Unbind();
            }
        }
Exemple #8
0
        public void RenderAll(Camera renderCamera, UniformBlock ubo, IList <ILight> allLights, IEnumerable <IPostProcessEffect> postProcessEffect)
        {
            gl.SetDefaults();



            var camera = prepardWithCameraData;

            if (PauseRenderPrepare)
            {
                camera = renderCamera.GetDataCopy();
            }

            camera.UploadCameraDataToUBO(ubo);             // bind camera view params and matrices only once

            RenderGBuffer(ubo, camera);

            RenderLights(ubo, camera, allLights);


            // FORWARD RENDERING, TRANSPARENT OBJECTS
            {
                gl.DepthWrite(false);
                gl.DepthTest(true);
                gl.Blend(true);

                GL.BlendEquation(BlendEquationMode.FuncAdd); MyGL.Check();
                GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); MyGL.Check();

                gl.DrawLinesOnly(DrawLines, false);

                for (int i = 0; i < toRenderTransparentCount; i++)
                {
                    var renderable = toRenderTransparent[i];
                    renderable.Material.BeforeBindCallback();
                    renderable.Material.Uniforms.SendAllUniformsTo(renderable.Material.RenderShader.Uniforms);
                    gBuffer.BindForTransparentPass(renderable.Material.RenderShader);
                    renderable.Material.RenderShader.Bind();
                    renderable.UploadUBOandDraw(camera, ubo);
                }
            }


            RenderPostProcessEffects(ubo, postProcessEffect);


            // FINAL DRAW TO SCREEN
            {
                gl.DepthWrite(false);
                gl.DepthTest(false);
                gl.Blend(false);
                gl.DrawLinesOnly(false);

                GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0); MyGL.Check();
                GL.Viewport(0, 0, camera.PixelWidth, camera.PixelHeight); MyGL.Check();

                FinalDrawShader.Uniforms.Set("finalDrawTexture", gBuffer.FinalTextureToRead);
                if (FinalDrawShader.Bind())
                {
                    Factory.QuadMesh.Draw();
                }
            }


            if (DebugBounds)
            {
                RenderDebugBounds(ubo, camera);
            }

            if (Debug.GetCVar("rendering / debug / draw normal buffer contents"))
            {
                gBuffer.DebugDrawNormal();
            }
            if (Debug.GetCVar("rendering / debug / draw gbuffer contents"))
            {
                gBuffer.DebugDrawContents();
            }
            //if (drawShadowMapContents) DebugDrawTexture(shadowMap.depthMap, new Vector4(0.5f, 0.5f, 1, 1), new Vector4(0.5f,0.5f,0,1), 1, 0);

            ErrorCode glError;

            while ((glError = GL.GetError()) != ErrorCode.NoError)
            {
                Log.Error("GL Error: " + glError);
            }
        }
Exemple #9
0
        void OnStart()
        {
            ubo = new UniformBlock();
            //new PhysicsUsage.PhysicsManager();

            stopwatchSinceStart.Restart();

            renderManagerFront = new RenderManager(gameWindow.Width, gameWindow.Height);
            renderManagerBack  = new RenderManager(gameWindow.Width, gameWindow.Height);


            /*Debug.CommonCVars.VSync().ToogledByKey(OpenTK.Input.Key.V).OnChanged += (cvar) =>
             * {
             *      if (cvar.Bool) VSync = VSyncMode.On;
             *      else VSync = VSyncMode.Off;
             * };
             * Debug.CommonCVars.VSync().InitializeWith(false);*/

            Debug.GetCVar("rendering / fullscreen").OnChangedAndNow((cvar) =>
            {
                if (cvar.Bool && WindowState != WindowState.Fullscreen)
                {
                    WindowState = WindowState.Fullscreen;
                }
                else
                {
                    WindowState = WindowState.Normal;
                }
            });


            WindowTitle = defaultWindowTitle;



            foreach (StringName r in System.Enum.GetValues(typeof(StringName)))
            {
                if (r == StringName.Extensions)
                {
                    break;
                }
                var str = GL.GetString(r); MyGL.Check();
                Log.Info(r.ToString() + ": " + str);
            }

            // Other state
            //GL.Enable(EnableCap.Texture2D); My.Check();
            //GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); My.Check();
            //GL.Enable(EnableCap.Multisample); My.Check();

            gameWindow.Resize += (sender, e) => OnResize();
            OnResize();

            gameWindow.Visible = true;

            StartOtherThreads();

            while (ShouldContinueRunning)
            {
                MainLoop();
            }

            gameWindow.Exit();
        }
Exemple #10
0
 virtual internal void UploadUBOandDraw(Camera camera, UniformBlock ubo)
 {
 }