Exemple #1
0
        public void SetShaderUniforms(Shader shader)
        {
            foreach (var uniform in intUniformsByName)
            {
                shader.SetInt(uniform.Key, uniform.Value);
            }

            foreach (var uniform in floatUniformsByName)
            {
                shader.SetFloat(uniform.Key, uniform.Value);
            }

            foreach (var uniform in vec2UniformsByName)
            {
                shader.SetVector2(uniform.Key, uniform.Value);
            }

            foreach (var uniform in vec3UniformsByName)
            {
                shader.SetVector3(uniform.Key, uniform.Value);
            }

            foreach (var uniform in vec4UniformsByName)
            {
                shader.SetVector4(uniform.Key, uniform.Value);
            }

            foreach (var uniform in mat4UniformsByName)
            {
                Matrix4 value = uniform.Value;
                shader.SetMatrix4x4(uniform.Key, ref value);
            }
        }
Exemple #2
0
        public static void DrawNudMaterialSphere(Shader shader, NUD.Material material, Mesh3D screenTriangle, Dictionary <NUD.DummyTextures, Texture> dummyTextures)
        {
            if (!shader.ProgramCreatedSuccessfully)
            {
                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);

            nudSphereCamera.UpdateMatrices();
            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.Id, TextureTarget.Texture2D, 15);
            shader.SetTexture("uvTex", sphereUvTex.Id, TextureTarget.Texture2D, 16);
            shader.SetTexture("tanTex", sphereTanTex.Id, TextureTarget.Texture2D, 17);
            shader.SetTexture("bitanTex", sphereBitanTex.Id, TextureTarget.Texture2D, 18);

            // Draw full screen "quad" (big triangle)
            ScreenDrawing.DrawScreenTriangle(shader, screenTriangle);
        }
        public static void DrawTexturedQuad(int texture, int width, int height, VertexArrayObject screenVao,
                                            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, TextureTarget.Texture2D, 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, screenVao);
        }
        public static void DrawScreenQuadPostProcessing(int texture0, int texture1, VertexArrayObject screenVao)
        {
            // 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, screenVao);
        }