public GLOmnidirectionalShadowmap() { Cubemap = GL.GenTexture(); GL.BindTexture(TextureTarget.TextureCubeMap, Cubemap); for (uint i = 0; i < 6; i++) { GL.TexImage2D((TextureTarget)((uint)TextureTarget.TextureCubeMapPositiveX + i), 0, PixelInternalFormat.DepthComponent, SHADOW_WIDTH, SHADOW_HEIGHT, 0, PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero); } GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMagFilter, (uint)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMinFilter, (uint)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapS, (uint)TextureWrapMode.ClampToEdge); GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapT, (uint)TextureWrapMode.ClampToEdge); GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapR, (uint)TextureWrapMode.ClampToEdge); GL.CreateFramebuffers(1, out int DepthMapFBO); GL.BindFramebuffer(FramebufferTarget.Framebuffer, DepthMapFBO); GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, Cubemap, 0); // We dc abt the colour data GL.DrawBuffer(DrawBufferMode.None); GL.ReadBuffer(ReadBufferMode.None); var vsource = File.ReadAllText("EngineResources/Shaders/Shading/shadow_omnidir.vert"); var fsource = File.ReadAllText("EngineResources/Shaders/Shading/shadow_omnidir.frag"); var gsource = File.ReadAllText("EngineResources/Shaders/Shading/shadow_omnidir.geom"); var vshader = new GLShader(vsource, GLShaderType.Vertex); var fshader = new GLShader(fsource, GLShaderType.Fragment); var gshader = new GLShader(gsource, GLShaderType.Geometry); ShadowShader = new GLShaderProgram() .Attach(vshader) .Attach(fshader) .Attach(gshader) .Label("Omnidirectional Shadowmap Shader") .Link(); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); // And unbind }
public GLShaderProgram Attach(GLShader shader) { GL.AttachShader(GLObject, shader.GLObject); return(this); }
public static unsafe void Initialise() { GL.LoadBindings(new SDLBindingsContext()); Context = ImGui.CreateContext(); ImGui.SetCurrentContext(Context); var io = ImGui.GetIO(); io.DisplaySize.X = Engine.Width; io.DisplaySize.Y = Engine.Height; io.KeyMap[(int)ImGuiKey.Tab] = (int)SC.SDL_SCANCODE_TAB; io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)SC.SDL_SCANCODE_LEFT; io.KeyMap[(int)ImGuiKey.RightArrow] = (int)SC.SDL_SCANCODE_RIGHT; io.KeyMap[(int)ImGuiKey.UpArrow] = (int)SC.SDL_SCANCODE_UP; io.KeyMap[(int)ImGuiKey.DownArrow] = (int)SC.SDL_SCANCODE_DOWN; io.KeyMap[(int)ImGuiKey.PageUp] = (int)SC.SDL_SCANCODE_PAGEUP; io.KeyMap[(int)ImGuiKey.PageDown] = (int)SC.SDL_SCANCODE_PAGEDOWN; io.KeyMap[(int)ImGuiKey.Home] = (int)SC.SDL_SCANCODE_HOME; io.KeyMap[(int)ImGuiKey.End] = (int)SC.SDL_SCANCODE_END; io.KeyMap[(int)ImGuiKey.Insert] = (int)SC.SDL_SCANCODE_INSERT; io.KeyMap[(int)ImGuiKey.Delete] = (int)SC.SDL_SCANCODE_DELETE; io.KeyMap[(int)ImGuiKey.Backspace] = (int)SC.SDL_SCANCODE_BACKSPACE; io.KeyMap[(int)ImGuiKey.Space] = (int)SC.SDL_SCANCODE_SPACE; io.KeyMap[(int)ImGuiKey.Enter] = (int)SC.SDL_SCANCODE_RETURN; io.KeyMap[(int)ImGuiKey.Escape] = (int)SC.SDL_SCANCODE_ESCAPE; io.KeyMap[(int)ImGuiKey.KeyPadEnter] = (int)SC.SDL_SCANCODE_KP_ENTER; io.KeyMap[(int)ImGuiKey.A] = (int)SC.SDL_SCANCODE_A; io.KeyMap[(int)ImGuiKey.C] = (int)SC.SDL_SCANCODE_C; io.KeyMap[(int)ImGuiKey.V] = (int)SC.SDL_SCANCODE_V; io.KeyMap[(int)ImGuiKey.X] = (int)SC.SDL_SCANCODE_X; io.KeyMap[(int)ImGuiKey.Y] = (int)SC.SDL_SCANCODE_Y; io.KeyMap[(int)ImGuiKey.Z] = (int)SC.SDL_SCANCODE_Z; var maj = GL.GetInteger(GetPName.MajorVersion); var min = GL.GetInteger(GetPName.MinorVersion); Log.Info($"OpenGLManager: This appears to be OpenGL {maj}.{min}."); VtxBufSize = 10000; IdxBufSize = 2000; IG_VAO = new("ImGui"); IG_VAO.Bind(); VertexSource = File.ReadAllText("EngineResources/2D.vert"); FragSource = File.ReadAllText("EngineResources/standard.frag"); VS = new GLShader(VertexSource, GLShaderType.VERTEX); FS = new GLShader(FragSource, GLShaderType.FRAGMENT); VS.Compile(); FS.Compile(); ImGuiProgram = new GLShaderProgram().Attach(VS).Attach(FS).Link(); GLHelper.VertexBuffer("ImGui VBO", out VertexBuffer); GLHelper.ElementBuffer("ImGui EBO", out IndexBuffer); GL.NamedBufferData(VertexBuffer, VtxBufSize, IntPtr.Zero, BufferUsageHint.DynamicDraw); GL.NamedBufferData(IndexBuffer, IdxBufSize, IntPtr.Zero, BufferUsageHint.DynamicDraw); var va = IG_VAO.GLObject; GL.VertexArrayVertexBuffer(va, 0, VertexBuffer, IntPtr.Zero, Unsafe.SizeOf <ImDrawVert>()); GL.VertexArrayElementBuffer(va, IndexBuffer); GL.EnableVertexArrayAttrib(va, 0); GL.VertexArrayAttribBinding(va, 0, 0); GL.VertexArrayAttribFormat(va, 0, 2, VertexAttribType.Float, false, 0); GL.EnableVertexArrayAttrib(va, 1); GL.VertexArrayAttribBinding(va, 1, 0); GL.VertexArrayAttribFormat(va, 1, 2, VertexAttribType.Float, false, 8); GL.EnableVertexArrayAttrib(va, 2); GL.VertexArrayAttribBinding(va, 2, 0); GL.VertexArrayAttribFormat(va, 2, 4, VertexAttribType.UnsignedByte, true, 16); Initialised = true; OnInitGL?.Invoke(); }
public static unsafe void Initialise() { GL.LoadBindings(new SDLBindingsContext()); Context = ImGui.CreateContext(); ImGui.SetCurrentContext(Context); ImGuizmo.SetImGuiContext(Context); var io = ImGui.GetIO(); GL.Enable(EnableCap.DebugOutput); GL.Enable(EnableCap.DebugOutputSynchronous); GL.DebugMessageCallback(_DebugCb, IntPtr.Zero); io.DisplaySize.X = Engine.Width; io.DisplaySize.Y = Engine.Height; io.KeyMap[(int)ImGuiKey.Tab] = (int)SC.SDL_SCANCODE_TAB; io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)SC.SDL_SCANCODE_LEFT; io.KeyMap[(int)ImGuiKey.RightArrow] = (int)SC.SDL_SCANCODE_RIGHT; io.KeyMap[(int)ImGuiKey.UpArrow] = (int)SC.SDL_SCANCODE_UP; io.KeyMap[(int)ImGuiKey.DownArrow] = (int)SC.SDL_SCANCODE_DOWN; io.KeyMap[(int)ImGuiKey.PageUp] = (int)SC.SDL_SCANCODE_PAGEUP; io.KeyMap[(int)ImGuiKey.PageDown] = (int)SC.SDL_SCANCODE_PAGEDOWN; io.KeyMap[(int)ImGuiKey.Home] = (int)SC.SDL_SCANCODE_HOME; io.KeyMap[(int)ImGuiKey.End] = (int)SC.SDL_SCANCODE_END; io.KeyMap[(int)ImGuiKey.Insert] = (int)SC.SDL_SCANCODE_INSERT; io.KeyMap[(int)ImGuiKey.Delete] = (int)SC.SDL_SCANCODE_DELETE; io.KeyMap[(int)ImGuiKey.Backspace] = (int)SC.SDL_SCANCODE_BACKSPACE; io.KeyMap[(int)ImGuiKey.Space] = (int)SC.SDL_SCANCODE_SPACE; io.KeyMap[(int)ImGuiKey.Enter] = (int)SC.SDL_SCANCODE_RETURN; io.KeyMap[(int)ImGuiKey.Escape] = (int)SC.SDL_SCANCODE_ESCAPE; io.KeyMap[(int)ImGuiKey.KeyPadEnter] = (int)SC.SDL_SCANCODE_KP_ENTER; io.KeyMap[(int)ImGuiKey.A] = (int)SC.SDL_SCANCODE_A; io.KeyMap[(int)ImGuiKey.C] = (int)SC.SDL_SCANCODE_C; io.KeyMap[(int)ImGuiKey.V] = (int)SC.SDL_SCANCODE_V; io.KeyMap[(int)ImGuiKey.X] = (int)SC.SDL_SCANCODE_X; io.KeyMap[(int)ImGuiKey.Y] = (int)SC.SDL_SCANCODE_Y; io.KeyMap[(int)ImGuiKey.Z] = (int)SC.SDL_SCANCODE_Z; var maj = GL.GetInteger(GetPName.MajorVersion); var min = GL.GetInteger(GetPName.MinorVersion); Log.Info($"OpenGLManager: This appears to be OpenGL {maj}.{min}."); var t = new GLVersion() { Major = maj, Minor = min, VersionString = $"{maj}.{min}" }; Version = t; if (Version.Major < 4 || (Version.Major == 4 && Version.Minor < 5)) { // This is not OpenGL 4.5 or higher. Log.Fatal("This version of OpenGL is too old! Luminal applications require at least GL 4.5."); Log.Fatal("Showing message box and exiting."); MessageBox.Error("Sorry, applications built with Luminal cannot run on your graphics card.\n" + $"Your graphics card only supports OpenGL {Version.VersionString}, and at least OpenGL 4.5 is required.", "Engine incompatible: OpenGL version too old"); Engine.Quit(1); } VtxBufSize = 10000; IdxBufSize = 2000; IG_VAO = new("ImGui"); IG_VAO.Bind(); VertexSource = File.ReadAllText("EngineResources/Shaders/2D/2D.vert"); FragSource = File.ReadAllText("EngineResources/Shaders/2D/2D.frag"); VS = new GLShader(VertexSource, GLShaderType.Vertex); FS = new GLShader(FragSource, GLShaderType.Fragment); VS.Compile(); FS.Compile(); ImGuiProgram = new GLShaderProgram().Attach(VS).Attach(FS).Link(); GLHelper.VertexBuffer("ImGui VBO", out VertexBuffer); GLHelper.ElementBuffer("ImGui EBO", out IndexBuffer); GL.NamedBufferData(VertexBuffer, VtxBufSize, IntPtr.Zero, BufferUsageHint.DynamicDraw); GL.NamedBufferData(IndexBuffer, IdxBufSize, IntPtr.Zero, BufferUsageHint.DynamicDraw); var va = IG_VAO.GLObject; GL.VertexArrayVertexBuffer(va, 0, VertexBuffer, IntPtr.Zero, Unsafe.SizeOf <ImDrawVert>()); GL.VertexArrayElementBuffer(va, IndexBuffer); GL.EnableVertexArrayAttrib(va, 0); GL.VertexArrayAttribBinding(va, 0, 0); GL.VertexArrayAttribFormat(va, 0, 2, VertexAttribType.Float, false, 0); GL.EnableVertexArrayAttrib(va, 1); GL.VertexArrayAttribBinding(va, 1, 0); GL.VertexArrayAttribFormat(va, 1, 2, VertexAttribType.Float, false, 8); GL.EnableVertexArrayAttrib(va, 2); GL.VertexArrayAttribBinding(va, 2, 0); GL.VertexArrayAttribFormat(va, 2, 4, VertexAttribType.UnsignedByte, true, 16); _SetClipboard = SetClipboard; io.SetClipboardTextFn = Marshal.GetFunctionPointerForDelegate(_SetClipboard); _GetClipboard = GetClipboard; io.GetClipboardTextFn = Marshal.GetFunctionPointerForDelegate(_GetClipboard); Initialised = true; OnInitGL?.Invoke(); }