Esempio n. 1
0
        private void GenerateMesh(int width, int height)
        {
            if (_initialized)
            {
                Dispose();
            }

            _sampler = new Sampler();
            _sampler.SetWrapMode(TextureWrapMode.Clamp);

            _program = ProgramFactory.Create <SpriteShaderProgram>();

            var w = width / 2;
            var h = height / 2;

            var vertices = new[] {
                new Vertex(-w, h, 0, 0, 0),
                new Vertex(w, h, 0, 1, 0),
                new Vertex(-w, -h, 0, 0, 1),
                new Vertex(w, -h, 0, 1, 1)
            };

            _vbo = new Buffer <Vertex>();
            _vbo.Init(BufferTarget.ArrayBuffer, vertices);

            _vao = new VertexArray();
            _vao.Bind();
            _vao.BindAttribute(_program.InPosition, _vbo);
            _vao.BindAttribute(_program.InTexCoord, _vbo, 12);
            _initialized = true;
        }
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            // set up viewport
            GL.Viewport(0, 0, Size.X, Size.Y);
            // clear the back buffer
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            // set up modelview and perspective matrix
            SetupPerspective();

            // set uniforms
            _program.CenterMass.Set(_centerMass);
            _program.TimeStep.Set((float)e.Time);
            _program.ModelViewProjectionMatrix.Set(ModelView * Projection);

            // set up binding of the shader variable to the buffer object
            _vao.BindAttribute(_program.InPosition, _buffers.Ping);
            _vao.BindAttribute(_program.InVelocity, _buffers.Ping, 16);

            // set target buffer for transform feedback
            // the two outputs are interleaved into the same buffer
            // so we only have to bind one of them as both binding indices are equal:
            // _program.OutPosition.Index == _program.OutVelocity.Index
            // when you choose to write into different buffers you need to bind all of them
            _feedback.BindOutput(_program.OutPosition, _buffers.Pong);

            // render the buffer and capture transform feedback outputs
            _feedback.Begin(TransformFeedbackPrimitiveType.Points);
            _vao.DrawArrays(PrimitiveType.Points, 0, _buffers.Ping.ElementCount);
            _feedback.End();

            // swap all the buffers!
            _buffers.Swap();
            SwapBuffers();
        }
Esempio n. 3
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 public static void InitializeBuffers()
 {
     VAO = new VertexArray();
     VBO = new Buffer <VertVT>();
     VAO.Bind();
     VAO.BindAttribute(UIShader.Position, VBO);
     VAO.BindAttribute(UIShader.TexCoord, VBO, 12);
 }
Esempio n. 4
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        public static void DrawStudConnector(Matrix4 transform, LDDModder.LDD.Primitives.Connectors.Custom2DFieldConnector connector)
        {
            bool wasTexEnabled = GL.IsEnabled(EnableCap.Texture2D);

            GL.Enable(EnableCap.Texture2D);
            //GL.DepthMask(false);
            StudConnectionShader.Use();
            StudConnectionShader.ModelMatrix.Set(transform);
            var cellSize = new Vector2(0.8f) * new Vector2(connector.StudWidth, connector.StudHeight);

            cellSize.X /= connector.ArrayWidth;
            cellSize.Y /= connector.ArrayHeight;
            StudConnectionShader.CellSize.Set(cellSize);
            StudConnectionShader.IsMale.Set(connector.SubType == 23);
            TextureManager.StudGridTexture.Bind(TextureUnit.Texture5);
            StudConnectionShader.Texture.Set(TextureUnit.Texture5);

            var items = new List <StudGridCell>();

            for (int y = 0; y < connector.ArrayHeight; y++)
            {
                for (int x = 0; x < connector.ArrayWidth; x++)
                {
                    var node = connector[x, y];
                    items.Add(new StudGridCell()
                    {
                        Position = new Vector3(x, y, 0),
                        Values   = new Vector3(node.Value1, node.Value2, node.Value3)
                    });
                }
            }

            var gridBuffer = new Buffer <StudGridCell>();

            gridBuffer.Init(BufferTarget.ArrayBuffer, items.ToArray());
            var vao = new VertexArray();

            vao.Bind();
            vao.BindAttribute(StudConnectionShader.Position, gridBuffer, 0);
            vao.BindAttribute(StudConnectionShader.Values, gridBuffer, 12);
            vao.DrawArrays(PrimitiveType.Points, 0, items.Count);
            vao.UnbindAttribute(StudConnectionShader.Position);
            vao.UnbindAttribute(StudConnectionShader.Values);
            gridBuffer.Dispose();
            vao.Dispose();

            StudConnectionShader.Texture.Set(TextureUnit.Texture0);
            TextureManager.StudGridTexture.Bind(TextureUnit.Texture0);
            //GL.DepthMask(true);
            if (!wasTexEnabled)
            {
                GL.Disable(EnableCap.Texture2D);
            }
        }
Esempio n. 5
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 private void OnLoad(object sender, EventArgs e)
 {
     // maximize window
     WindowState = WindowState.Maximized;
     // load program
     _programOdd   = ProgramFactory.Create <GeodesicProgramOdd>();
     _programEqual = ProgramFactory.Create <GeodesicProgram>();
     _program      = _programOdd;
     // create icosahedron and set model matrix
     _modelMatrix = Matrix4.CreateScale(1);
     _icosahedron = new Icosahedron(5);
     _icosahedron.UpdateBuffers();
     // bind it to an vao
     _vao = new VertexArray();
     _vao.Bind();
     _vao.BindElementBuffer(_icosahedron.IndexBuffer);
     _vao.BindAttribute(_program.Position, _icosahedron.VertexBuffer);
     // set some reasonable default state
     GL.ClearColor(Color4.Black);
     GL.Enable(EnableCap.DepthTest);
     // backface culling is done in the tesselation control shader
     GL.Enable(EnableCap.CullFace);
     GL.CullFace(CullFaceMode.Back);
     GL.PatchParameter(PatchParameterInt.PatchVertices, 3);
     // lighting stuff
     _deferredRenderer = new DeferredRenderer();
     // enable controls
     _variableHandler.Enable(this);
 }
Esempio n. 6
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 private void OnLoad(object sender, EventArgs e)
 {
     // initialize shader
     _program = ProgramFactory.Create<SkyboxProgram>();
     // initialize cube shape
     _cube = new Cube();
     _cube.UpdateBuffers();
     // initialize vertex array and attributes
     _vao = new VertexArray();
     _vao.Bind();
     _vao.BindAttribute(_program.InPosition, _cube.VertexBuffer);
     _vao.BindElementBuffer(_cube.IndexBuffer);
     // create cubemap texture and load all faces
     for (var i = 0; i < 6; i++)
     {
         using (var bitmap = new Bitmap(string.Format("Data/Textures/city{0}.jpg", i)))
         {
             bitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
             if (_skybox == null) BitmapTexture.CreateCompatible(bitmap, out _skybox, 1);
             _skybox.LoadBitmap(bitmap, i);
         }
     }
     // activate shader and bind texture to it
     _program.Use();
     _program.Texture.BindTexture(TextureUnit.Texture0, _skybox);
     // enable seamless filtering to reduce artifacts at the edges of the cube faces
     GL.Enable(EnableCap.TextureCubeMapSeamless);
     // cull front faces because we are inside the cube
     // this is not really necessary but removes some artifacts when the user leaves the cube
     // which should be impossible for a real skybox, but in this demonstration it is possible by zooming out
     GL.Enable(EnableCap.CullFace);
     GL.CullFace(CullFaceMode.Front);
     // set a nice clear color
     GL.ClearColor(Color.MidnightBlue);
 }
Esempio n. 7
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        private void OnLoad(object sender, EventArgs e)
        {
            // initialize shader (load sources, create/compile/link shader program, error checking)
            // when using the factory method the shader sources are retrieved from the ShaderSourceAttributes
            _program = ProgramFactory.Create<ExampleProgram>();
            // this program will be used all the time so just activate it once and for all
            _program.Use();

            // create vertices for a triangle
            var vertices = new[] { new Vector3(-1,-1,0), new Vector3(1,-1,0), new Vector3(0,1,0) };

            // create buffer object and upload vertex data
            _vbo = new Buffer<Vector3>();
            _vbo.Init(BufferTarget.ArrayBuffer, vertices);

            // create and bind a vertex array
            _vao = new VertexArray();
            _vao.Bind();
            // set up binding of the shader variable to the buffer object
            _vao.BindAttribute(_program.InPosition, _vbo);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0,0,3);
            Camera.ResetToDefault();

            // set a nice clear color
            GL.ClearColor(Color.MidnightBlue);
        }
Esempio n. 8
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        private void OnLoad(object sender, EventArgs e)
        {
            // initialize shader (load sources, create/compile/link shader program, error checking)
            // when using the factory method the shader sources are retrieved from the ShaderSourceAttributes
            _program = ProgramFactory.Create <ExampleProgram>();
            // this program will be used all the time so just activate it once and for all
            _program.Use();

            // create vertices for a triangle
            var vertices = new[] { new Vector3(-1, -1, 0), new Vector3(1, -1, 0), new Vector3(0, 1, 0) };

            // create buffer object and upload vertex data
            _vbo = new Buffer <Vector3>();
            _vbo.Init(BufferTarget.ArrayBuffer, vertices);

            // create and bind a vertex array
            _vao = new VertexArray();
            _vao.Bind();
            // set up binding of the shader variable to the buffer object
            _vao.BindAttribute(_program.InPosition, _vbo);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0, 0, 3);
            Camera.ResetToDefault();

            // set a nice clear color
            GL.ClearColor(Color.MidnightBlue);
        }
        private void OnLoad(object sender, EventArgs e)
        {
            // initialize and bind framebuffer
            _framebuffer = new Framebuffer();
            _framebuffer.Bind(FramebufferTarget.Framebuffer);

            // initialize a renderbuffer and bind it to the depth attachment
            // to support depth testing while rendering to the texture
            _depthBuffer = new Renderbuffer();
            _depthBuffer.Init(RenderbufferStorage.DepthComponent, FramebufferWidth, FramebufferHeight);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, _depthBuffer);

            // initialize texture and bind it to the color attachment
            _texture = new Texture2D(SizedInternalFormat.Rgba8, FramebufferWidth, FramebufferHeight, 1);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, _texture);
            Framebuffer.Unbind(FramebufferTarget.Framebuffer);

            // initialize demonstration geometry
            _cube = new ColorCube();
            _cube.UpdateBuffers();
            _quad = new TexturedQuad();
            _quad.UpdateBuffers();

            // initialize shaders
            _colorProgram   = ProgramFactory.Create <SimpleColorProgram>();
            _textureProgram = ProgramFactory.Create <SimpleTextureProgram>();

            // set up vertex attributes for the cube
            _cubeVao = new VertexArray();
            _cubeVao.Bind();
            _cubeVao.BindAttribute(_colorProgram.InPosition, _cube.VertexBuffer);
            _cubeVao.BindAttribute(_colorProgram.InColor, _cube.ColorBuffer);
            _cubeVao.BindElementBuffer(_cube.IndexBuffer);

            // set up vertex attributes for the quad
            _quadVao = new VertexArray();
            _quadVao.Bind();
            _quadVao.BindAttribute(_textureProgram.InPosition, _quad.VertexBuffer);
            _quadVao.BindAttribute(_textureProgram.InTexCoord, _quad.TexCoordBuffer);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0, 0, 3);
            Camera.ResetToDefault();

            // enable depth testing
            GL.Enable(EnableCap.DepthTest);
        }
Esempio n. 10
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        private void OnLoad(object sender, EventArgs e)
        {
            // initialize and bind framebuffer
            _framebuffer = new Framebuffer();
            _framebuffer.Bind(FramebufferTarget.Framebuffer);

            // initialize a renderbuffer and bind it to the depth attachment
            // to support depth testing while rendering to the texture
            _depthBuffer = new Renderbuffer();
            _depthBuffer.Init(RenderbufferStorage.DepthComponent, FramebufferWidth, FramebufferHeight);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, _depthBuffer);

            // initialize texture and bind it to the color attachment
            _texture = new Texture2D(SizedInternalFormat.Rgba8, FramebufferWidth, FramebufferHeight, 1);
            _framebuffer.Attach(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, _texture);
            Framebuffer.Unbind(FramebufferTarget.Framebuffer);

            // initialize demonstration geometry
            _cube = new ColorCube();
            _cube.UpdateBuffers();
            _quad = new TexturedQuad();
            _quad.UpdateBuffers();

            // initialize shaders
            _colorProgram = ProgramFactory.Create<SimpleColorProgram>();
            _textureProgram = ProgramFactory.Create<SimpleTextureProgram>();

            // set up vertex attributes for the cube
            _cubeVao = new VertexArray();
            _cubeVao.Bind();
            _cubeVao.BindAttribute(_colorProgram.InPosition, _cube.VertexBuffer);
            _cubeVao.BindAttribute(_colorProgram.InColor, _cube.ColorBuffer);
            _cubeVao.BindElementBuffer(_cube.IndexBuffer);

            // set up vertex attributes for the quad
            _quadVao = new VertexArray();
            _quadVao.Bind();
            _quadVao.BindAttribute(_textureProgram.InPosition, _quad.VertexBuffer);
            _quadVao.BindAttribute(_textureProgram.InTexCoord, _quad.TexCoordBuffer);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0,0,3);
            Camera.ResetToDefault();

            // enable depth testing
            GL.Enable(EnableCap.DepthTest);
        }
Esempio n. 11
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 public DeferredRenderer()
 {
     _directionalProgram = ProgramFactory.Create <DirectionalLightProgram>();
     _pointProgram       = ProgramFactory.Create <PointLightProgram>();
     _quad = new Quad();
     _quad.UpdateBuffers();
     _vaoFullScreenQuad = new VertexArray();
     _vaoFullScreenQuad.Bind();
     _vaoFullScreenQuad.BindAttribute(_directionalProgram.Position, _quad.VertexBuffer);
 }
Esempio n. 12
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        protected override void OnLoad()
        {
            // load textures into array
            for (var i = 0; i < _stateTextures.Length; i++)
            {
                using (var bitmap = new Bitmap(Path.Combine("Data/Textures/", _stateTextures[i])))
                {
                    bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
                    if (_textureArray == null)
                    {
                        BitmapTexture.CreateCompatible(bitmap, out _textureArray, _stateTextures.Length, 1);
                    }
                    _textureArray.LoadBitmap(bitmap, i);
                }
            }
            // initialize buffer
            var field = new Minefield[FieldWidth * FieldHeight];

            for (var i = 0; i < field.Length; i++)
            {
                field[i] = new Minefield(i % FieldWidth, i / FieldHeight, i % _stateTextures.Length);
            }
            _buffer = new Buffer <Minefield>();
            _buffer.Init(BufferTarget.ArrayBuffer, field);
            // load program
            _gridProgram = ProgramFactory.Create <TextureGridProgram>();
            _gridProgram.Use();
            // bind the texture and set uniform
            _gridProgram.TextureData.BindTexture(TextureUnit.Texture0, _textureArray);
            // set up vertex array and attributes
            _vao = new VertexArray();
            _vao.Bind();
            _vao.BindAttribute(_gridProgram.InPosition, _buffer);
            _vao.BindAttribute(_gridProgram.InTexture, _buffer, 8);
            // set nice clear color
            GL.ClearColor(Color.MidnightBlue);
            // initialize camera position
            Camera.DefaultState.Position = new Vector3(0, 5, 15);
            Camera.ResetToDefault();
        }
Esempio n. 13
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        protected override void OnLoad()
        {
            // load texture from file
            using (var bitmap = new Bitmap("Data/Textures/crate.png"))
            {
                BitmapTexture.CreateCompatible(bitmap, out _texture);
                _texture.LoadBitmap(bitmap);
            }

            // initialize shaders
            _textureProgram = ProgramFactory.Create <SimpleTextureProgram>();

            // initialize cube object and base view matrix
            _objectView = _baseView = Matrix4.Identity;

            // initialize demonstration geometry
            _cube = new TexturedCube();
            _cube.UpdateBuffers();

            // set up vertex attributes for the quad
            _cubeVao = new VertexArray();
            _cubeVao.Bind();
            _cubeVao.BindAttribute(_textureProgram.InPosition, _cube.VertexBuffer);
            _cubeVao.BindAttribute(_textureProgram.InTexCoord, _cube.TexCoordBuffer);

            // Enable culling, our cube vertices are defined inside out, so we flip them
            GL.Enable(EnableCap.CullFace);
            GL.CullFace(CullFaceMode.Back);

            // initialize camera position
            Camera.DefaultState.Position = new Vector3(0, 0, 4);
            Camera.ResetToDefault();

            // set nice clear color
            GL.ClearColor(Color.MidnightBlue);

            _stopwatch.Restart();
        }
Esempio n. 14
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        public static void InitializeResources()
        {
            NormalFont = new QFont("C:\\Windows\\Fonts\\segoeui.ttf", 10,
                                   new QFontBuilderConfiguration(true));

            SmallFont = new QFont("C:\\Windows\\Fonts\\segoeui.ttf", 8,
                                  new QFontBuilderConfiguration(true));

            MonoFont = new QFont("C:\\Windows\\Fonts\\consola.ttf", 10,
                                 new QFontBuilderConfiguration(true));

            TextRenderer = new QFontDrawing();
            UIShader     = ProgramFactory.Create <UIShaderProgram>();

            UIShader.Use();
            UIShader.Opacity.Set(1f);

            VAO = new VertexArray();
            VBO = new Buffer <VertVT>();
            VAO.Bind();
            VAO.BindAttribute(UIShader.Position, VBO);
            VAO.BindAttribute(UIShader.TexCoord, VBO, 12);
        }
Esempio n. 15
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 protected void OnLoad(object sender, EventArgs e)
 {
     // load textures into array
     for (var i = 0; i < _stateTextures.Length; i++)
     {
         using (var bitmap = new Bitmap(Path.Combine("Data/Textures/", _stateTextures[i])))
         {
             bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
             if (_textureArray == null) BitmapTexture.CreateCompatible(bitmap, out _textureArray, _stateTextures.Length, 1);
             _textureArray.LoadBitmap(bitmap, i);
         }
     }
     // initialize buffer
     var field = new Minefield[FieldWidth*FieldHeight];
     for (var i = 0; i < field.Length; i++)
     {
         field[i] = new Minefield(i%FieldWidth, i/FieldHeight, i%_stateTextures.Length);
     }
     _buffer = new Buffer<Minefield>();
     _buffer.Init(BufferTarget.ArrayBuffer, field);
     // load program
     _gridProgram = ProgramFactory.Create<TextureGridProgram>();
     _gridProgram.Use();
     // bind the texture and set uniform
     _gridProgram.TextureData.BindTexture(TextureUnit.Texture0, _textureArray);
     // set up vertex array and attributes
     _vao = new VertexArray();
     _vao.Bind();
     _vao.BindAttribute(_gridProgram.InPosition, _buffer);
     _vao.BindAttribute(_gridProgram.InTexture, _buffer, 8);
     // set nice clear color
     GL.ClearColor(Color.MidnightBlue);
     // initialize camera position
     Camera.DefaultState.Position = new Vector3(0, 5, 15);
     Camera.ResetToDefault();
 }
Esempio n. 16
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 protected override void OnLoad()
 {
     // initialize shader
     _program = ProgramFactory.Create <SkyboxProgram>();
     // initialize cube shape
     _cube = new Cube();
     _cube.UpdateBuffers();
     // initialize vertex array and attributes
     _vao = new VertexArray();
     _vao.Bind();
     _vao.BindAttribute(_program.InPosition, _cube.VertexBuffer);
     _vao.BindElementBuffer(_cube.IndexBuffer);
     // create cubemap texture and load all faces
     for (var i = 0; i < 6; i++)
     {
         using (var bitmap = new Bitmap(string.Format("Data/Textures/city{0}.jpg", i)))
         {
             bitmap.RotateFlip(RotateFlipType.RotateNoneFlipX);
             if (_skybox == null)
             {
                 BitmapTexture.CreateCompatible(bitmap, out _skybox, 1);
             }
             _skybox.LoadBitmap(bitmap, i);
         }
     }
     // activate shader and bind texture to it
     _program.Use();
     _program.Texture.BindTexture(TextureUnit.Texture0, _skybox);
     // enable seamless filtering to reduce artifacts at the edges of the cube faces
     GL.Enable(EnableCap.TextureCubeMapSeamless);
     // cull front faces because we are inside the cube
     // this is not really necessary but removes some artifacts when the user leaves the cube
     // which should be impossible for a real skybox, but in this demonstration it is possible by zooming out
     GL.Enable(EnableCap.CullFace);
     GL.CullFace(CullFaceMode.Front);
     // set a nice clear color
     GL.ClearColor(Color.MidnightBlue);
 }
        private void OnLoad(object sender, EventArgs e)
        {
            // load texture from file
            using (var bitmap = new Bitmap("Data/Textures/checker.jpg"))
            {
                BitmapTexture.CreateCompatible(bitmap, out _texture);
                _texture.LoadBitmap(bitmap);
            }
            _texture.GenerateMipMaps();

            // initialize sampler
            _sampler = new Sampler();
            _sampler.SetWrapMode(TextureWrapMode.Repeat);

            // create vertex data for a big plane
            const int a = 10;
            const int b = 10;
            var vertices = new[]
            {
                new Vertex(-a, 0,-a, 0, 0),
                new Vertex( a, 0,-a, b, 0),
                new Vertex(-a, 0, a, 0, b),
                new Vertex( a, 0, a, b, b)
            };

            // create buffer object and upload vertex data
            _vbo = new Buffer<Vertex>();
            _vbo.Init(BufferTarget.ArrayBuffer, vertices);

            // initialize shader
            _program = ProgramFactory.Create<SimpleTextureProgram>();
            // activate shader program
            _program.Use();
            // bind sampler
            _sampler.Bind(TextureUnit.Texture0);
            // bind texture
            _program.Texture.BindTexture(TextureUnit.Texture0, _texture);
            // which is equivalent to
            //_program.Texture.Set(TextureUnit.Texture0);
            //_texture.Bind(TextureUnit.Texture0);

            // set up vertex array and attributes
            _vao = new VertexArray();
            _vao.Bind();
            // memory layout of our data is XYZUVXYZUV...
            // the buffer abstraction knows the total size of one "pack" of vertex data
            // and if a vertex attribute is bound without further arguments the first N elements are taken from each pack
            // where N is provided via the VertexAttribAttribute on the program property:
            _vao.BindAttribute(_program.InPosition, _vbo);
            // if data should not be taken from the start of each pack, the offset must be given in bytes
            // to reach the texture coordinates UV the XYZ coordinates must be skipped, that is 3 floats, i.e. an offset of 12 bytes is needed
            _vao.BindAttribute(_program.InTexCoord, _vbo, 12);
            // if needed all the available arguments can be specified manually, e.g.
            //_vao.BindAttribute(_program.InTexCoord, _vbo, 2, VertexAttribPointerType.Float, Marshal.SizeOf(typeof(Vertex)), 12, false);

            // set default camera
            Camera.DefaultState.Position = new Vector3(0, 0.5f, 3);
            Camera.ResetToDefault();

            // set a nice clear color
            GL.ClearColor(Color.MidnightBlue);
        }
Esempio n. 18
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        protected void OnLoad(object sender, EventArgs eventArgs)
        {
            VSync = VSyncMode.Off;

            // Check for necessary capabilities:
            var extensions = GL.GetString(StringName.Extensions);
            if (!GL.GetString(StringName.Extensions).Contains("GL_ARB_shading_language"))
            {
                throw new NotSupportedException(String.Format("This example requires OpenGL 2.0. Found {0}. Aborting.",
                    GL.GetString(StringName.Version).Substring(0, 3)));
            }

            if (!extensions.Contains("GL_ARB_texture_compression") ||
                 !extensions.Contains("GL_EXT_texture_compression_s3tc"))
            {
                throw new NotSupportedException("This example requires support for texture compression. Aborting.");
            }

            var temp = new int[1];
            GL.GetInteger(GetPName.MaxTextureImageUnits, out temp[0]);
            Trace.WriteLine(temp[0] + " TMU's for Fragment Shaders found. (2 required)");

            GL.GetInteger(GetPName.MaxVaryingFloats, out temp[0]);
            Trace.WriteLine(temp[0] + " varying floats between VS and FS allowed. (6 required)");

            GL.GetInteger(GetPName.MaxVertexUniformComponents, out temp[0]);
            Trace.WriteLine(temp[0] + " uniform components allowed in Vertex Shader. (6 required)");

            GL.GetInteger(GetPName.MaxFragmentUniformComponents, out temp[0]);
            Trace.WriteLine(temp[0] + " uniform components allowed in Fragment Shader. (11 required)");
            Trace.WriteLine("");

            // load textures
            TextureLoaderParameters.MagnificationFilter = TextureMagFilter.Linear;
            TextureLoaderParameters.MinificationFilter = TextureMinFilter.LinearMipmapLinear;
            TextureLoaderParameters.WrapModeS = TextureWrapMode.ClampToBorder;
            TextureLoaderParameters.WrapModeT = TextureWrapMode.ClampToBorder;
            TextureLoaderParameters.EnvMode = TextureEnvMode.Modulate;

            uint handle;
            TextureTarget target;
            ImageDDS.LoadFromDisk(TextureDiffuseHeightFilename, out handle, out target);
            _textureDiffuseHeight = TextureFactory.AquireTexture2D((int) handle);
            Trace.WriteLine("Loaded " + TextureDiffuseHeightFilename + " with handle " + handle + " as " + target);

            ImageDDS.LoadFromDisk(TextureNormalGlossFilename, out handle, out target);
            _textureNormalGloss = TextureFactory.AquireTexture2D((int) handle);
            Trace.WriteLine("Loaded " + TextureNormalGlossFilename + " with handle " + handle + " as " + target);

            Trace.WriteLine("End of Texture Loading. GL Error: " + GL.GetError());
            Trace.WriteLine("");

            // initialize buffer
            var normal = Vector3.UnitZ;
            var tangent = Vector3.UnitX;
            var vertices = new[]
            {
                new Vertex
                {
                    Position = new Vector3(-1,-1,0),
                    TexCoord = new Vector2(0,0),
                    Normal = normal,
                    Tangent = tangent
                },
                new Vertex
                {
                    Position = new Vector3(1,-1,0),
                    TexCoord = new Vector2(1,0),
                    Normal = normal,
                    Tangent = tangent
                },
                new Vertex
                {
                    Position = new Vector3(-1,1,0),
                    TexCoord = new Vector2(0,1),
                    Normal = normal,
                    Tangent = tangent
                },
                new Vertex
                {
                    Position = new Vector3(1,1,0),
                    TexCoord = new Vector2(1,1),
                    Normal = normal,
                    Tangent = tangent
                }
            };
            _buffer = new Buffer<Vertex>();
            _buffer.Init(BufferTarget.ArrayBuffer, vertices);

            // load shader
            _program = ProgramFactory.Create<ParallaxProgram>();
            _program.Use();

            // set up vertex array
            _vao = new VertexArray();
            _vao.Bind();
            // bind vertex attributes
            // the buffer layout is defined by the Vertex struct:
            //   data X Y Z NX NY NZ TX TY TZ  U  V *next vertex*
            // offset 0 4 8 12 16 20 24 28 32 36 40      44
            // having to work with offsets could be prevented by using seperate buffer objects for each attribute,
            // but that might reduce performance and can get annoying as well.
            // performance increase could also be achieved by improving coherent read access
            // by padding the struct so that each attribute begins at a multiple of 16 bytes, i.e. 4-floats
            // because the GPU can then read all 4 floats at once. I did not do that here to keep it simple.
            _vao.BindAttribute(_program.InPosition, _buffer);
            _vao.BindAttribute(_program.InNormal, _buffer, 12);
            _vao.BindAttribute(_program.InTangent, _buffer, 24);
            _vao.BindAttribute(_program.InTexCoord, _buffer, 36);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0,0,3);
            Camera.ResetToDefault();

            // set state
            GL.ClearColor(0.2f, 0f, 0.4f, 0f);
            GL.PointSize(10f);
            GL.Disable(EnableCap.Dither);
            GL.FrontFace(FrontFaceDirection.Ccw);
            GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);
            GL.PolygonMode(MaterialFace.Back, PolygonMode.Line);
        }
Esempio n. 19
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        private void OnLoad(object sender, EventArgs e)
        {
            // load texture from file
            using (var bitmap = new Bitmap("Data/Textures/checker.jpg"))
            {
                BitmapTexture.CreateCompatible(bitmap, out _texture);
                _texture.LoadBitmap(bitmap);
            }
            _texture.GenerateMipMaps();

            // initialize sampler
            _sampler = new Sampler();
            _sampler.SetWrapMode(TextureWrapMode.Repeat);

            // create vertex data for a big plane
            const int a        = 10;
            const int b        = 10;
            var       vertices = new[]
            {
                new Vertex(-a, 0, -a, 0, 0),
                new Vertex(a, 0, -a, b, 0),
                new Vertex(-a, 0, a, 0, b),
                new Vertex(a, 0, a, b, b)
            };

            // create buffer object and upload vertex data
            _vbo = new Buffer <Vertex>();
            _vbo.Init(BufferTarget.ArrayBuffer, vertices);

            // initialize shader
            _program = ProgramFactory.Create <SimpleTextureProgram>();
            // activate shader program
            _program.Use();
            // bind sampler
            _sampler.Bind(TextureUnit.Texture0);
            // bind texture
            _program.Texture.BindTexture(TextureUnit.Texture0, _texture);
            // which is equivalent to
            //_program.Texture.Set(TextureUnit.Texture0);
            //_texture.Bind(TextureUnit.Texture0);

            // set up vertex array and attributes
            _vao = new VertexArray();
            _vao.Bind();
            // memory layout of our data is XYZUVXYZUV...
            // the buffer abstraction knows the total size of one "pack" of vertex data
            // and if a vertex attribute is bound without further arguments the first N elements are taken from each pack
            // where N is provided via the VertexAttribAttribute on the program property:
            _vao.BindAttribute(_program.InPosition, _vbo);
            // if data should not be taken from the start of each pack, the offset must be given in bytes
            // to reach the texture coordinates UV the XYZ coordinates must be skipped, that is 3 floats, i.e. an offset of 12 bytes is needed
            _vao.BindAttribute(_program.InTexCoord, _vbo, 12);
            // if needed all the available arguments can be specified manually, e.g.
            //_vao.BindAttribute(_program.InTexCoord, _vbo, 2, VertexAttribPointerType.Float, Marshal.SizeOf(typeof(Vertex)), 12, false);

            // set default camera
            Camera.DefaultState.Position = new Vector3(0, 0.5f, 3);
            Camera.ResetToDefault();

            // set a nice clear color
            GL.ClearColor(Color.MidnightBlue);
        }
Esempio n. 20
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        protected override void OnLoad()
        {
            VSync = VSyncMode.Off;

            // Check for necessary capabilities:
            var extensions = GL.GetString(StringName.Extensions);

            if (!GL.GetString(StringName.Extensions).Contains("GL_ARB_shading_language"))
            {
                throw new NotSupportedException(String.Format("This example requires OpenGL 2.0. Found {0}. Aborting.",
                                                              GL.GetString(StringName.Version).Substring(0, 3)));
            }

            if (!extensions.Contains("GL_ARB_texture_compression") ||
                !extensions.Contains("GL_EXT_texture_compression_s3tc"))
            {
                throw new NotSupportedException("This example requires support for texture compression. Aborting.");
            }

            var temp = new int[1];

            GL.GetInteger(GetPName.MaxTextureImageUnits, out temp[0]);
            Trace.WriteLine(temp[0] + " TMU's for Fragment Shaders found. (2 required)");

            GL.GetInteger(GetPName.MaxVaryingFloats, out temp[0]);
            Trace.WriteLine(temp[0] + " varying floats between VS and FS allowed. (6 required)");

            GL.GetInteger(GetPName.MaxVertexUniformComponents, out temp[0]);
            Trace.WriteLine(temp[0] + " uniform components allowed in Vertex Shader. (6 required)");

            GL.GetInteger(GetPName.MaxFragmentUniformComponents, out temp[0]);
            Trace.WriteLine(temp[0] + " uniform components allowed in Fragment Shader. (11 required)");
            Trace.WriteLine("");

            // load textures
            TextureLoaderParameters.MagnificationFilter = TextureMagFilter.Linear;
            TextureLoaderParameters.MinificationFilter  = TextureMinFilter.LinearMipmapLinear;
            TextureLoaderParameters.WrapModeS           = TextureWrapMode.ClampToBorder;
            TextureLoaderParameters.WrapModeT           = TextureWrapMode.ClampToBorder;
            TextureLoaderParameters.EnvMode             = TextureEnvMode.Modulate;

            uint          handle;
            TextureTarget target;

            ImageDDS.LoadFromDisk(TextureDiffuseHeightFilename, out handle, out target);
            _textureDiffuseHeight = TextureFactory.AquireTexture2D((int)handle);
            Trace.WriteLine("Loaded " + TextureDiffuseHeightFilename + " with handle " + handle + " as " + target);

            ImageDDS.LoadFromDisk(TextureNormalGlossFilename, out handle, out target);
            _textureNormalGloss = TextureFactory.AquireTexture2D((int)handle);
            Trace.WriteLine("Loaded " + TextureNormalGlossFilename + " with handle " + handle + " as " + target);

            Trace.WriteLine("End of Texture Loading. GL Error: " + GL.GetError());
            Trace.WriteLine("");

            // initialize buffer
            var normal   = Vector3.UnitZ;
            var tangent  = Vector3.UnitX;
            var vertices = new[]
            {
                new Vertex
                {
                    Position = new Vector3(-1, -1, 0),
                    TexCoord = new Vector2(0, 0),
                    Normal   = normal,
                    Tangent  = tangent
                },
                new Vertex
                {
                    Position = new Vector3(1, -1, 0),
                    TexCoord = new Vector2(1, 0),
                    Normal   = normal,
                    Tangent  = tangent
                },
                new Vertex
                {
                    Position = new Vector3(-1, 1, 0),
                    TexCoord = new Vector2(0, 1),
                    Normal   = normal,
                    Tangent  = tangent
                },
                new Vertex
                {
                    Position = new Vector3(1, 1, 0),
                    TexCoord = new Vector2(1, 1),
                    Normal   = normal,
                    Tangent  = tangent
                }
            };

            _buffer = new Buffer <Vertex>();
            _buffer.Init(BufferTarget.ArrayBuffer, vertices);

            // load shader
            _program = ProgramFactory.Create <ParallaxProgram>();
            _program.Use();

            // set up vertex array
            _vao = new VertexArray();
            _vao.Bind();
            // bind vertex attributes
            // the buffer layout is defined by the Vertex struct:
            //   data X Y Z NX NY NZ TX TY TZ  U  V *next vertex*
            // offset 0 4 8 12 16 20 24 28 32 36 40      44
            // having to work with offsets could be prevented by using seperate buffer objects for each attribute,
            // but that might reduce performance and can get annoying as well.
            // performance increase could also be achieved by improving coherent read access
            // by padding the struct so that each attribute begins at a multiple of 16 bytes, i.e. 4-floats
            // because the GPU can then read all 4 floats at once. I did not do that here to keep it simple.
            _vao.BindAttribute(_program.InPosition, _buffer);
            _vao.BindAttribute(_program.InNormal, _buffer, 12);
            _vao.BindAttribute(_program.InTangent, _buffer, 24);
            _vao.BindAttribute(_program.InTexCoord, _buffer, 36);

            // set camera position
            Camera.DefaultState.Position = new Vector3(0, 0, 3);
            Camera.ResetToDefault();

            // set state
            GL.ClearColor(0.2f, 0f, 0.4f, 0f);
            GL.PointSize(10f);
            GL.Disable(EnableCap.Dither);
            GL.FrontFace(FrontFaceDirection.Ccw);
            GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);
            GL.PolygonMode(MaterialFace.Back, PolygonMode.Line);
        }