Esempio n. 1
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        protected override void CreateResources()
        {
            albedoMap   = Texture.White;
            specularMap = Texture.White;
            normalMap   = Texture.Blue;

            ssrBuffer = Buffer.CreateUniformBuffer <SSRDepthInfo>();
            planeInfo = Buffer.CreateUniformBuffer <PlaneInfoPack>();

            SSRDepthInfo sSRDepthInfo = new SSRDepthInfo
            {
                depth = new vec4(0.0f, 0.3f, 1.0f, 1.0f)
            };

            ssrBuffer.SetData(ref sSRDepthInfo);


            planeInfoPack.numPlanes = 1;

            planeInfoPack.planeInfo.item1.centerPoint = new vec4(0.0f, 0.0f, 0.0f, 0.0f);
            planeInfoPack.planeInfo.item1.size        = new vec4(100.0f);
            planeInfoPack.planeInfo.item2.centerPoint = new vec4(4.5f, 0.3f, 1.0f, 0.0f);
            planeInfoPack.planeInfo.item2.size        = new vec4(7.0f, 1.5f, 0.0f, 0.0f);
            planeInfoPack.planeInfo.item3.centerPoint = new vec4(4.5f, 0.3f, -2.0f, 0.0f);
            planeInfoPack.planeInfo.item3.size        = new vec4(7.0f, 1.5f, 0.0f, 0.0f);

            mat4 basicMat = new mat4();

            basicMat[0] = new vec4(1.0f, 0.0f, 0.0f, 0.0f); //tan
            basicMat[1] = new vec4(0.0f, 1.0f, 0.0f, 0.0f); //bitan
            basicMat[2] = new vec4(0.0f, 0.0f, 1.0f, 0.0f); //normal
            basicMat[3] = new vec4(0.0f, 0.0f, 0.0f, 1.0f);

            planeInfoPack.planeInfo.item1.rotMat = glm.rotate(basicMat, glm.radians(-90.0f), glm.vec3(1.0f, 0.0f, 0.0f));

            planeInfoPack.planeInfo.item2.rotMat = glm.rotate(basicMat, glm.radians(-110.0f), glm.vec3(1.0f, 0.0f, 0.0f));

            planeInfoPack.planeInfo.item3.rotMat = glm.rotate(basicMat, glm.radians(-70.0f), glm.vec3(1.0f, 0.0f, 0.0f));

            planeInfo.SetData(ref planeInfoPack);
        }
Esempio n. 2
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        public void AddBoundingBox(ref BoundingBox box, ref mat4 transform, Color color, bool depthTest, bool solid)
        {
            vec3 min = box.min;
            vec3 max = box.max;

            vec3 v0 = vec3.Transform(min, transform);
            vec3 v1 = vec3.Transform(new vec3(max.X, min.Y, min.Z), transform);
            vec3 v2 = vec3.Transform(new vec3(max.X, max.Y, min.Z), transform);
            vec3 v3 = vec3.Transform(new vec3(min.X, max.Y, min.Z), transform);
            vec3 v4 = vec3.Transform(new vec3(min.X, min.Y, max.Z), transform);
            vec3 v5 = vec3.Transform(new vec3(max.X, min.Y, max.Z), transform);
            vec3 v6 = vec3.Transform(new vec3(min.X, max.Y, max.Z), transform);
            vec3 v7 = vec3.Transform(max, transform);

            int uintColor = color.ToRgba();

            if (!solid)
            {
                AddLine(v0, v1, uintColor, depthTest);
                AddLine(v1, v2, uintColor, depthTest);
                AddLine(v2, v3, uintColor, depthTest);
                AddLine(v3, v0, uintColor, depthTest);
                AddLine(v4, v5, uintColor, depthTest);
                AddLine(v5, v7, uintColor, depthTest);
                AddLine(v7, v6, uintColor, depthTest);
                AddLine(v6, v4, uintColor, depthTest);
                AddLine(v0, v4, uintColor, depthTest);
                AddLine(v1, v5, uintColor, depthTest);
                AddLine(v2, v7, uintColor, depthTest);
                AddLine(v3, v6, uintColor, depthTest);
            }
            else
            {
                AddPolygon(v0, v1, v2, v3, uintColor, depthTest);
                AddPolygon(v4, v5, v7, v6, uintColor, depthTest);
                AddPolygon(v0, v4, v6, v3, uintColor, depthTest);
                AddPolygon(v1, v5, v7, v2, uintColor, depthTest);
                AddPolygon(v3, v2, v7, v6, uintColor, depthTest);
                AddPolygon(v0, v1, v5, v4, uintColor, depthTest);
            }
        }
Esempio n. 3
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        protected override void OnUpdate()
        {
            RenderView view = View;

            UpdateLight(view);

            tile_count_x = ((uint)view.Width - 1) / TILE_WIDTH + 1;
            tile_count_y = ((uint)view.Height - 1) / TILE_HEIGHT + 1;

            Camera camera = view.Camera;

            clusterUniforms.view = camera.View;

            mat4 clip = new mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f);

            //clusterUniforms.projection_clip = clip*camera.Projection;
            clusterUniforms.projection_clip = camera.VkProjection;
            clusterUniforms.inv_view_proj   = glm.inverse(camera.VkProjection * camera.View);
            clusterUniforms.tile_size[0]    = (float)(TILE_WIDTH);
            clusterUniforms.tile_size[1]    = (float)(TILE_HEIGHT);
            clusterUniforms.grid_dim[0]     = tile_count_x;
            clusterUniforms.grid_dim[1]     = tile_count_y;

            clusterUniforms.cam_pos     = camera.Node.WorldPosition;
            clusterUniforms.cam_near    = camera.NearClip;
            clusterUniforms.cam_forward = camera.Node.WorldDirection;
            clusterUniforms.cam_far     = camera.FarClip;


            clusterUniforms.resolution[0] = (float)(view.Width);
            clusterUniforms.resolution[1] = (float)(view.Height);
            clusterUniforms.num_lights    = num_lights;

            uboCluster.SetData(ref clusterUniforms);
            uboCluster.Flush();
        }
Esempio n. 4
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 /// <summary>
 /// Creates a new instance of BoundingFrustum.
 /// </summary>
 /// <param name="matrix">Combined matrix that usually takes view × projection matrix.</param>
 public Frustum(mat4 matrix)
 {
     this.matrix = matrix;
     GetPlanesFromMatrix(in this.matrix, out near, out far, out left, out right, out top, out bottom);
 }
Esempio n. 5
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 public void SetLightMatrices(int index, ref mat4 mat)
 {
     lightMatrices[index] = mat;
 }