private static void RenderPresetsToFiles() { using (GameWindow gameWindow = OpenTKSharedResources.CreateGameWindowContext(width, height)) { // Resource creation. screenTriangle = ScreenDrawing.CreateScreenTriangle(); shader = OpenTKSharedResources.shaders["NudSphere"]; // Skip thumbnail generation if the shader didn't compile. if (!shader.ProgramCreatedSuccessfully) { return; } // HACK: This isn't a very clean way to pass resources around. NudMatSphereDrawing.LoadMaterialSphereTextures(); Dictionary <NUD.DummyTextures, Texture> dummyTextures = RenderTools.CreateNudDummyTextures(); CreateNudSphereShader(); foreach (string file in Directory.EnumerateFiles(MainForm.executableDir + "\\materials", "*.nmt", SearchOption.AllDirectories)) { NUD.Material material = NUDMaterialEditor.ReadMaterialListFromPreset(file)[0]; string presetName = Path.GetFileNameWithoutExtension(file); RenderMaterialPresetToFile(presetName, material, dummyTextures); } } }
private static Framebuffer DrawTextureToNewFbo(Texture2D texture, int width, int height, bool r, bool g, bool b, bool a) { Mesh3D screenTriangle = ScreenDrawing.CreateScreenTriangle(); Framebuffer framebuffer = new Framebuffer(FramebufferTarget.Framebuffer, width, height, PixelInternalFormat.Rgba); framebuffer.Bind(); // Draw the specified color channels. GL.Viewport(0, 0, width, height); ScreenDrawing.DrawTexturedQuad(texture.Id, 1, 1, screenTriangle, r, g, b, a); return(framebuffer); }
public static void DrawQuadGradient(Vector3 topColor, Vector3 bottomColor, Mesh3D screenTriangle) { // draw RGB and alpha channels of texture to screen quad Shader shader = OpenTKSharedResources.shaders["Gradient"]; shader.UseProgram(); EnableAlphaBlendingWhiteBackground(); shader.SetVector3("topColor", topColor); shader.SetVector3("bottomColor", bottomColor); DrawScreenTriangle(shader, screenTriangle); }
public static void DrawScreenQuadPostProcessing(int texture0, int texture1, Mesh3D screenTriangle) { // Draws RGB and alpha channels of texture to screen quad. Shader shader = OpenTKSharedResources.shaders["ScreenQuad"]; shader.UseProgram(); shader.SetTexture("image0", texture0, TextureTarget.Texture2D, 0); shader.SetTexture("image1", texture1, TextureTarget.Texture2D, 1); shader.SetBoolToInt("renderBloom", Runtime.renderBloom); shader.SetFloat("bloomIntensity", Runtime.bloomIntensity); ShaderTools.SystemColorVector3Uniform(shader, Runtime.backgroundGradientBottom, "backgroundBottomColor"); ShaderTools.SystemColorVector3Uniform(shader, Runtime.backgroundGradientTop, "backgroundTopColor"); // Draw full screen "quad" (big triangle) DrawScreenTriangle(shader, screenTriangle); }
public static void DrawTexturedQuad(Texture texture, int width, int height, Mesh3D screenTriangle, bool renderR = true, bool renderG = true, bool renderB = true, bool renderA = false, bool keepAspectRatio = false, float intensity = 1, int currentMipLevel = 0) { // Draws RGB and alpha channels of texture to screen quad. Shader shader = OpenTKSharedResources.shaders["Texture"]; shader.UseProgram(); EnableAlphaBlendingWhiteBackground(); // Single texture uniform. shader.SetTexture("image", texture, 0); // Channel toggle uniforms. shader.SetBoolToInt("renderR", renderR); shader.SetBoolToInt("renderG", renderG); shader.SetBoolToInt("renderB", renderB); shader.SetBoolToInt("renderAlpha", renderA); shader.SetFloat("intensity", intensity); bool alphaOverride = renderA && !renderR && !renderG && !renderB; shader.SetBoolToInt("alphaOverride", alphaOverride); // Perform aspect ratio calculations in shader. // This only displays correctly if the viewport is square. shader.SetBoolToInt("preserveAspectRatio", keepAspectRatio); shader.SetFloat("width", width); shader.SetFloat("height", height); // Display certain mip levels. shader.SetInt("currentMipLevel", currentMipLevel); // Draw full screen "quad" (big triangle) DrawScreenTriangle(shader, screenTriangle); }
public static void DrawNudMaterialSphere(Shader shader, NUD.Material material, Mesh3D screenTriangle, Dictionary <NudEnums.DummyTexture, Texture> dummyTextures) { if (!shader.LinkStatusIsOk) { return; } shader.UseProgram(); // Use the same uniforms as the NUD shader. GenericMaterial genericMaterial = new GenericMaterial(); NudUniforms.SetMaterialPropertyUniforms(genericMaterial, material); genericMaterial.SetShaderUniforms(shader); NUD.SetStageLightingUniforms(shader, 0); ModelContainer.SetRenderSettingsUniforms(shader); ModelContainer.SetLightingUniforms(shader, nudSphereCamera); ModelContainer.SetCameraMatrixUniforms(nudSphereCamera, shader); // Use default textures rather than textures from the NUT. NudUniforms.SetTextureUniformsNudMatSphere(shader, material, dummyTextures); // These values aren't needed in the shader currently. shader.SetVector3("cameraPosition", 0, 0, 0); shader.SetFloat("zBufferOffset", 0); shader.SetFloat("bloomThreshold", Runtime.bloomThreshold); bool isTransparent = (material.srcFactor > 0) || (material.dstFactor > 0) || (material.alphaFunction > 0) || (material.alphaTest > 0); shader.SetBoolToInt("isTransparent", isTransparent); // Set texture uniforms for the mesh attributes. shader.SetTexture("normalTex", sphereNrmTex, 15); shader.SetTexture("uvTex", sphereUvTex, 16); shader.SetTexture("tanTex", sphereTanTex, 17); shader.SetTexture("bitanTex", sphereBitanTex, 18); // Draw full screen "quad" (big triangle) ScreenDrawing.DrawScreenTriangle(shader, screenTriangle); }
public static void DrawTexturedQuad(Texture texture, float intensity, Mesh3D screenTriangle) { DrawTexturedQuad(texture, 1, 1, screenTriangle, true, true, true, true, false, intensity, 0); }
public static Mesh3D CreateScreenTriangle() { Mesh3D screenTriangle = new Mesh3D(screenTriangleVertices); return(screenTriangle); }
public static void DrawScreenTriangle(Shader shader, Mesh3D screenTriangle) { screenTriangle.Draw(shader); }