コード例 #1
0
        public void RenderWaterReflection(WaterPlane water, BaseCamera camera, ref Matrix4 ProjectionMatrix, Vector4 clipPlane, bool bApplyLensFlareScale = false)
        {
            if (m_postConstructor)
            {
                return;
            }

            Matrix4 modelMatrix = Matrix4.Identity;

            if (bApplyLensFlareScale)
            {
                modelMatrix *= Matrix4.CreateScale(LENS_FLARE_SIZE_TO_SUN_SIZE, -LENS_FLARE_SIZE_TO_SUN_SIZE, LENS_FLARE_SIZE_TO_SUN_SIZE);
            }
            float translationPositionY = (2 * water.GetTranslation().Y) - m_lightSource.Position.Y;

            modelMatrix *= Matrix4.CreateTranslation(m_lightSource.Position.X, translationPositionY, m_lightSource.Position.Z);

            GL.Enable(EnableCap.ClipDistance0);

            m_shader.startProgram();
            m_texture1.BindTexture(TextureUnit.Texture0);
            m_texture2.BindTexture(TextureUnit.Texture1);
            m_shader.setUniformValues(ref modelMatrix, camera.GetViewMatrix(), ref ProjectionMatrix, m_lightSource, 0, 1);
            m_shader.SetClipPlane(ref clipPlane);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            m_buffer.RenderVAO(PrimitiveType.Triangles);
            GL.Disable(EnableCap.Blend);
            m_shader.stopProgram();

            GL.Disable(EnableCap.ClipDistance0);
        }
コード例 #2
0
        public void RenderWaterReflection(WaterPlane water, BaseCamera camera, Vector3 sunDirection, Matrix4 projectionMatrix, Vector4 clipPlane)
        {
            if (m_bPostConstructor)
            {
                return;
            }

            GL.Enable(EnableCap.ClipDistance0);

            Matrix4 mirrorMatrix;

            mirrorMatrix = GetMirrorMatrix(water);

            m_shader.startProgram();
            m_skyboxDayTexture.BindTexture(TextureUnit.Texture0);
            m_skyboxNightTexture.BindTexture(TextureUnit.Texture1);
            m_shader.SetTransformationMatrices(ref projectionMatrix, camera.GetViewMatrix(), ref mirrorMatrix);
            m_shader.SetDayCubeTexture(0);
            m_shader.SetNightCubeTexture(1);
            m_shader.SetDayCycleValue(sunDirection.Normalized().Y);
            m_shader.SetMist(m_mist);
            m_shader.SetClipPlane(ref clipPlane);
            m_buffer.RenderVAO(PrimitiveType.Triangles);
            m_shader.stopProgram();

            GL.Disable(EnableCap.ClipDistance0);
        }
コード例 #3
0
        public void RenderWater(BaseCamera camera, ref Matrix4 projectionMatrix, float nearClipPlane, float farClipPlane
                                , DirectionalLight sun = null, List <PointLight> lights = null)
        {
            PostConstructor();
            /*Water distortion cycle*/

            m_shader.startProgram();
            m_fbo.ReflectionTexture.BindTexture(TextureUnit.Texture0);
            m_fbo.RefractionTexture.BindTexture(TextureUnit.Texture1);
            m_waterDistortionMap.BindTexture(TextureUnit.Texture2);
            m_waterNormalMap.BindTexture(TextureUnit.Texture3);
            m_fbo.DepthTexture.BindTexture(TextureUnit.Texture4);
            m_shader.setTransformationMatrices(ref m_modelMatrix, camera.GetViewMatrix(), ref projectionMatrix);
            m_shader.setReflectionSampler(0);
            m_shader.setRefractionSampler(1);
            m_shader.setDuDvSampler(2);
            m_shader.setNormalMapSampler(3);
            m_shader.setDepthSampler(4);
            m_shader.setCameraPosition(camera.GetEyeVector());
            m_shader.setDistortionProperties(m_moveFactor, m_waveStrength);
            m_shader.setDirectionalLight(sun);
            m_shader.setPointLight(lights);
            m_shader.setClippingPlanes(ref nearClipPlane, ref farClipPlane);
            m_shader.setMist(m_mist);
            m_shader.setTransparancyDepth(TransparencyDepth);

            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            m_buffer.RenderVAO(PrimitiveType.Triangles);
            GL.Disable(EnableCap.Blend);
            m_shader.stopProgram();
        }
コード例 #4
0
        public static ITexture CopyTexture(ITexture src)
        {
            ITexture dst = PoolProxy.GetResource <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(src.GetTextureParameters());

            var renderTarget = GL.GenFramebuffer();

            GL.BindFramebuffer(FramebufferTarget.Framebuffer, renderTarget);
            GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, src.GetTextureParameters().TexTarget, dst.GetTextureDescriptor(), 0);
            GL.DrawBuffer(DrawBufferMode.ColorAttachment0);

            //GL.Disable(EnableCap.DepthTest);
            GL.Viewport(0, 0, src.GetTextureRezolution().X, src.GetTextureRezolution().Y);
            // start copy texture to render target
            copyShader.startProgram();
            src.BindTexture(TextureUnit.Texture0);
            copyShader.SetUniformValues(0);
            var quadBuffer = ScreenQuad.GetScreenQuadBuffer();

            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            copyShader.stopProgram();
            GL.Enable(EnableCap.DepthTest);
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
            GL.DeleteFramebuffer(renderTarget);

            return(dst);
        }
コード例 #5
0
        public virtual void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix)
        {
            Matrix4 worldMatrix = GetWorldMatrix();

            texture.BindTexture(TextureUnit.Texture0);
            shader.startProgram();
            shader.SetTransformatrionMatrices(worldMatrix, viewMatrix, projectionMatrix);
            shader.SetDiffuseTexture(0);
            shader.SetOpacity(0.2f);
            GL.Enable(EnableCap.CullFace);
            GL.CullFace(CullFaceMode.Back);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            VAOManager.renderBuffers(model.Buffer, OpenTK.Graphics.OpenGL.PrimitiveType.Triangles);
            GL.Disable(EnableCap.Blend);
            GL.Disable(EnableCap.CullFace);
            shader.stopProgram();

            foreach (var item in ChildrenComponents)
            {
                SceneComponent comp = item as SceneComponent;
                if (comp != null)
                {
                    comp.Render(viewMatrix, projectionMatrix);
                }
            }
        }
コード例 #6
0
        public void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix)
        {
            if (bPostConstructor)
            {
                shader  = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <SkyboxShader>, string, SkyboxShader>(String.Format("{0}{1},{0}{2}", ProjectFolders.ShadersPath, "skyboxVS.glsl", "skyboxFS.glsl"));
                model   = new RawModel(attribs);
                cubemap = ProxyTextureLoader.LoadCubemap(new string[] {
                    ProjectFolders.SkyboxTexturesPath + "/Day/" + "right.bmp",
                    ProjectFolders.SkyboxTexturesPath + "/Day/" + "left.bmp",
                    ProjectFolders.SkyboxTexturesPath + "/Day/" + "top.bmp",
                    ProjectFolders.SkyboxTexturesPath + "/Day/" + "bottom.bmp",
                    ProjectFolders.SkyboxTexturesPath + "/Day/" + "back.bmp",
                    ProjectFolders.SkyboxTexturesPath + "/Day/" + "front.bmp"
                });


                bPostConstructor = false;
            }

            shader.startProgram();
            cubemap.BindTexture(OpenTK.Graphics.OpenGL.TextureUnit.Texture0);
            shader.SetTransformationMatrices(Matrix4.Identity, viewMatrix, projectionMatrix);
            shader.SetCubemap(0);
            VAOManager.renderBuffers(model.Buffer, OpenTK.Graphics.OpenGL.PrimitiveType.Triangles);
            shader.stopProgram();
        }
コード例 #7
0
        public override ITexture GetPostProcessResult(ITexture frameColorTexture, ITexture frameDepthTexture, Point actualScreenRezolution, ITexture previousPostProcessResult = null)
        {
            postConstructor();

            if (this.blurWidthChanged)
            {
                this.blurWeights      = normalizedWeights(BlurWidth);
                this.blurWidthChanged = false;
            }

            /*Render bright parts of the image to vertical blur render target*/
            renderTarget.renderToFBO(1, renderTarget.verticalBlurTexture.GetTextureRezolution());
            //GL.Disable(EnableCap.DepthTest);
            bloomShader.startProgram();
            frameColorTexture.BindTexture(TextureUnit.Texture0);
            bloomShader.setExtractingBrightPixelsUniforms(0, BloomThreshold);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            bloomShader.stopProgram();

            /*Gauss blur*/
            for (Int32 i = 0; i < BlurPassCount; i++)
            {
                /*Horizontal blur of image*/
                renderTarget.renderToFBO(2, renderTarget.horizontalBlurTexture.GetTextureRezolution());
                bloomShader.startProgram();
                renderTarget.verticalBlurTexture.BindTexture(TextureUnit.Texture0);
                bloomShader.setHorizontalBlurUniforms(0, blurWeights, getPixOffset(BlurWidth), renderTarget.verticalBlurTexture.GetTextureRezolution());
                quadBuffer.RenderVAO(PrimitiveType.Triangles);
                bloomShader.stopProgram();

                /*Vertical blur of bright parts of image*/
                renderTarget.renderToFBO(1, renderTarget.verticalBlurTexture.GetTextureRezolution());
                bloomShader.startProgram();
                renderTarget.horizontalBlurTexture.BindTexture(TextureUnit.Texture0);
                bloomShader.setVerticalBlurUniforms(0, blurWeights, getPixOffset(BlurWidth), renderTarget.horizontalBlurTexture.GetTextureRezolution());
                quadBuffer.RenderVAO(PrimitiveType.Triangles);
                bloomShader.stopProgram();
            }

            // Blend bloom post process result with previous post process result, if such exists
            renderTarget.renderToFBO(3, renderTarget.bloomResultTexture.GetTextureRezolution());

            bloomShader.startProgram();
            if (previousPostProcessResult != null)
            {
                previousPostProcessResult.BindTexture(TextureUnit.Texture1);
                bloomShader.SetPreviousPostProcessResultSampler(1);
            }

            renderTarget.verticalBlurTexture.BindTexture(TextureUnit.Texture0);
            bloomShader.setEndBloomUniforms(0);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            bloomShader.stopProgram();

            renderTarget.unbindFramebuffer();
            GL.Enable(EnableCap.DepthTest);

            return(renderTarget.bloomResultTexture);
        }
コード例 #8
0
        public void render(BaseCamera camera, ref Matrix4 projectionMatrix)
        {
            postConstructor();

            Matrix4 modelMatrix = Matrix4.Identity;

            GetShader().startProgram();
            m_texture.BindTexture(TextureUnit.Texture0);
            m_envMap.BindTexture(TextureUnit.Texture1);
            GetShader().setUniformValues(ref modelMatrix, camera.GetViewMatrix(), ref projectionMatrix, camera.GetEyeVector(), 0, 1);
            m_skin.Buffer.RenderVAO(PrimitiveType.Triangles);
            GetShader().stopProgram();
        }
コード例 #9
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        public virtual void RenderEntity(PrimitiveType mode, DirectionalLight directionalLight,
                                         List <PointLight> lights, BaseCamera camera, ref Matrix4 ProjectionMatrix, Vector4 clipPlane = new Vector4())
        {
            postConstructor();

            Matrix4 modelMatrix;

            modelMatrix = GetWorldMatrix();

            /*If clip plane is set - enable clipping plane*/
            if (clipPlane.X == 0 && clipPlane.Y == 0 && clipPlane.Z == 0 && clipPlane.W == 0)
            {
                GL.Disable(EnableCap.ClipDistance0);
            }
            else
            {
                GL.Enable(EnableCap.ClipDistance0);
            }

            GetShader().startProgram();

            // pass uniform variables to shader
            if (directionalLight != null && directionalLight.GetHasShadow())
            {
                DirectionalLightWithShadow lightWithShadow = directionalLight as DirectionalLightWithShadow;
                // Get shadow handler
                ITexture shadowMap = lightWithShadow.GetShadowMapTexture();
                shadowMap.BindTexture(TextureUnit.Texture1);
                GetShader().SetDirectionalLightShadowMatrix(lightWithShadow.GetShadowMatrix(ref modelMatrix, ref ProjectionMatrix));
            }
            m_texture.BindTexture(TextureUnit.Texture0);
            bool bEnableNormalMap = m_normalMap != null;

            if (bEnableNormalMap)
            {
                m_normalMap.BindTexture(TextureUnit.Texture2);
            }

            GetShader().SetDiffuseMap(0);
            GetShader().SetNormalMap(2, bEnableNormalMap);
            GetShader().SetMaterial(m_material);
            GetShader().SetTransformationMatrices(ref modelMatrix, camera.GetViewMatrix(), ref ProjectionMatrix);
            GetShader().SetPointLights(GetRelevantPointLights(lights));
            GetShader().SetDirectionalLight(directionalLight);
            GetShader().SetClippingPlane(ref clipPlane);
            GetShader().SetMist(m_mist);
            GetShader().SetDirectionalLightShadowMap(1);

            m_skin.Buffer.RenderVAO(mode);
            GetShader().stopProgram();
        }
コード例 #10
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        public void Render(BaseCamera camera, Matrix4 projectionMatrix)
        {
            postConstructor();

            foreach (PointLight lamp in _lamps)
            {
                Matrix4 modelMatrix = Matrix4.CreateTranslation(lamp.Position.Xyz);
                _shader.startProgram();
                _texture.BindTexture(TextureUnit.Texture0);
                _shader.setUniformValues(modelMatrix, camera.GetViewMatrix(), projectionMatrix, 0);
                _buffer.RenderVAO(PrimitiveType.Points);
                _shader.stopProgram();
            }
        }
コード例 #11
0
 public void RenderFullScreenInputTexture(ITexture renderTexture, Point screenRezolution)
 {
     PostConstructor();
     GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
     GL.Viewport(0, 0, screenRezolution.X, screenRezolution.Y);
     _shader.startProgram();
     renderTexture.BindTexture(TextureUnit.Texture0);
     _shader.SetUiTextureSampler(0);
     _shader.SetScreenSpaceMatrix(Matrix4.Identity);
     _shader.SetIsDepthTexture(false);
     _shader.SetIsSeparatedScreen(false);
     _buffer.RenderVAO(PrimitiveType.Triangles);
     _shader.stopProgram();
 }
コード例 #12
0
        public void RenderWaterReflection(WaterPlane water, DirectionalLight Sun, BaseCamera camera, ref Matrix4 ProjectionMatrix, Vector4 clipPlane)
        {
            if (m_bPostConstructor)
            {
                return;
            }

            float   translationPositionY = (2 * water.GetTranslation().Y);
            Matrix4 mirrorMatrix, modelMatrix = Matrix4.Identity;

            mirrorMatrix  = Matrix4.CreateScale(1, -1, 1);
            mirrorMatrix *= Matrix4.CreateTranslation(0, translationPositionY, 0);

            GL.Enable(EnableCap.ClipDistance0);

            liteReflectionShader.startProgram();

            _textureBlack.BindTexture(TextureUnit.Texture0);
            _textureR.BindTexture(TextureUnit.Texture1);
            _textureG.BindTexture(TextureUnit.Texture2);
            _textureB.BindTexture(TextureUnit.Texture3);
            _blendMap.BindTexture(TextureUnit.Texture4);

            liteReflectionShader.SetTextureR(1);
            liteReflectionShader.SetTextureG(2);
            liteReflectionShader.SetTextureB(3);
            liteReflectionShader.SetTextureBlack(0);
            liteReflectionShader.SetBlendMap(4);
            liteReflectionShader.SetMaterial(_terrainMaterial);
            liteReflectionShader.SetTransformationMatrices(ref mirrorMatrix, ref modelMatrix, camera.GetViewMatrix(), ref ProjectionMatrix);
            liteReflectionShader.SetDirectionalLight(Sun);
            liteReflectionShader.SetClippingPlane(ref clipPlane);
            _buffer.RenderVAO(PrimitiveType.Triangles);
            liteReflectionShader.stopProgram();
            GL.Disable(EnableCap.ClipDistance0);
        }
コード例 #13
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        public static void ResolvePostProcessResultToDefaultFramebuffer(ITexture frameTexture, ITexture postProcessResultTexture, Point actualScreenRezolution)
        {
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
            GL.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit | ClearBufferMask.StencilBufferBit);
            GL.Viewport(0, 0, actualScreenRezolution.X, actualScreenRezolution.Y);

            //GL.Disable(EnableCap.DepthTest);
            resolvePostProcessShader.startProgram();

            frameTexture.BindTexture(TextureUnit.Texture0);
            postProcessResultTexture.BindTexture(TextureUnit.Texture1);
            resolvePostProcessShader.setPostProcessResultSampler(1);
            var quadBuffer = ScreenQuad.GetScreenQuadBuffer();

            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            resolvePostProcessShader.stopProgram();
            GL.Enable(EnableCap.DepthTest);
        }
コード例 #14
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        private void Render(ITexture renderTexture, Int32 index)
        {
            PostConstructor();

            var  texturePixelFormat = renderTexture.GetTextureParameters().TexPixelFormat;
            bool bDepthTexture      = (texturePixelFormat == PixelFormat.DepthComponent || texturePixelFormat == PixelFormat.DepthComponent);


            var screenSpaceMatrix = GetScreenSpaceMatrix(index);

            _shader.startProgram();
            renderTexture.BindTexture(TextureUnit.Texture0);
            _shader.SetIsDepthTexture(bDepthTexture);
            _shader.SetIsSeparatedScreen(false);
            _shader.SetUiTextureSampler(0);
            _shader.SetScreenSpaceMatrix(screenSpaceMatrix);
            _buffer.RenderVAO(PrimitiveType.Triangles);
            _shader.stopProgram();
        }
コード例 #15
0
        public override ITexture GetPostProcessResult(ITexture frameColorTexture, ITexture frameDepthTexture, Point actualScreenRezolution, ITexture previousPostProcessResult = null)
        {
            postConstructor();

            // Rendering bright objects to render target
            renderTarget.renderToFBO(1, renderTarget.RadialBlurAppliedTexture.GetTextureRezolution());
            base.GetPostProcessResult(frameColorTexture, frameDepthTexture, actualScreenRezolution);

            viewportMatrix = new Matrix4(new Vector4(actualScreenRezolution.X * 0.5f, 0, actualScreenRezolution.X * 0.5f, 0),
                                         new Vector4(0, actualScreenRezolution.Y * 0.5f, actualScreenRezolution.Y * 0.5f, 0),
                                         new Vector4(0, 0, 1, 0),
                                         new Vector4(0, 0, 0, 1));

            var radialBlurScreenSpacePosition = getRadialPos(GameWorld.GetWorldInstance().GetLevel().DirectionalLight.Position, GameWorld.GetWorldInstance().GetLevel().Camera.GetViewMatrix(), ref EngineStatics.ProjectionMatrix, ref viewportMatrix);

            // Render to light shaft result render target
            renderTarget.renderToFBO(2, renderTarget.LightShaftsResultTexture.GetTextureRezolution());

            shader.startProgram();

            if (previousPostProcessResult != null)
            {
                previousPostProcessResult.BindTexture(TextureUnit.Texture1);
                shader.SetPreviousPostProcessResultSampler(1);
            }

            renderTarget.RadialBlurAppliedTexture.BindTexture(TextureUnit.Texture0);

            shader.SetBrightPartsTextureSampler(0);
            shader.SetRadialBlurCenterPositionInScreenSpace(radialBlurScreenSpacePosition);
            shader.SetRadialBlurExposure(Exposure);
            shader.SetRadialBlurDecay(Decay);
            shader.SetRadialBlurDensity(Density);
            shader.SetRadialBlurNumberOfSamples(NumSamples);
            shader.SetRadialBlurWeight(Weight);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            shader.stopProgram();

            renderTarget.unbindFramebuffer();

            return(renderTarget.LightShaftsResultTexture);
        }
コード例 #16
0
ファイル: Actor.cs プロジェクト: HighlightDev/HighlightEngine
        public void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix)
        {
            UpdateWorldMatrix();
            shader.startProgram();
            texture.BindTexture(OpenTK.Graphics.OpenGL.TextureUnit.Texture0);
            shader.SetDiffuseTexture(0);
            shader.SetTransformatrionMatrices(WorldMatrix, viewMatrix, projectionMatrix);
            shader.SetOpacity(1);
            VAOManager.renderBuffers(rawModel.Buffer, OpenTK.Graphics.OpenGL.PrimitiveType.Triangles);
            shader.stopProgram();

            foreach (var item in ChildrenComponents)
            {
                SceneComponent comp = item as SceneComponent;
                if (comp != null)
                {
                    comp.Render(viewMatrix, projectionMatrix);
                }
            }
        }
コード例 #17
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        public void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix)
        {
            if (bPostConstructor)
            {
                model   = new RawModel(attribs);
                shader  = new SkyboxShader(Environment.CurrentDirectory + "/../../Shaders/skyboxVS.glsl", Environment.CurrentDirectory + "/../../Shaders/skyboxFS.glsl");
                cubemap = ProxyTextureLoader.LoadCubemap(new string[] {
                    Environment.CurrentDirectory + "/../../Textures/Right.bmp",
                    Environment.CurrentDirectory + "/../../Textures/Left.bmp",
                    Environment.CurrentDirectory + "/../../Textures/top.bmp",
                    Environment.CurrentDirectory + "/../../Textures/bottom.bmp",
                    Environment.CurrentDirectory + "/../../Textures/Back.bmp",
                    Environment.CurrentDirectory + "/../../Textures/Front.bmp"
                });
                bPostConstructor = false;
            }

            shader.startProgram();
            cubemap.BindTexture(OpenTK.Graphics.OpenGL.TextureUnit.Texture0);
            shader.SetTransformationMatrices(viewMatrix, projectionMatrix);
            shader.SetCubemap(0);
            VAOManager.renderBuffers(model.Buffer, OpenTK.Graphics.OpenGL.PrimitiveType.Triangles);
            shader.stopProgram();
        }
コード例 #18
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        public void renderTerrain(PrimitiveType mode, DirectionalLight directionalLight,
                                  List <PointLight> pointLights, BaseCamera camera, Matrix4 ProjectionMatrix, Vector4 clipPlane = new Vector4())
        {
            PostConstructor();
            Matrix4 ModelMatrix = Matrix4.Identity;

            /*If clip plane is setted - enable clipping plane*/
            if (clipPlane.X == 0 && clipPlane.Y == 0 && clipPlane.Z == 0 && clipPlane.W == 0)
            {
                GL.Disable(EnableCap.ClipDistance0);
            }
            else
            {
                GL.Enable(EnableCap.ClipDistance0);
            }

            _shader.startProgram();

            _textureBlack.BindTexture(TextureUnit.Texture0);
            _textureR.BindTexture(TextureUnit.Texture1);
            _textureG.BindTexture(TextureUnit.Texture2);
            _textureB.BindTexture(TextureUnit.Texture3);
            _blendMap.BindTexture(TextureUnit.Texture4);

            /*For normal mapping local variables*/
            Int32 nmR = -1, nmG = -1, nmB = -1, nmBlack = -1;

            /*TO DO :
             * if texture exists - bind this texture, and assign temp variable samplers ID,
             * else - leave temp variable with value -1. */
            if (_normalMapR != null)
            {
                nmR = 5; _normalMapR.BindTexture(TextureUnit.Texture5);
            }
            if (_normalMapG != null)
            {
                nmG = 6; _normalMapG.BindTexture(TextureUnit.Texture6);
            }
            if (_normalMapB != null)
            {
                nmB = 7; _normalMapB.BindTexture(TextureUnit.Texture7);
            }
            if (_normalMapBlack != null)
            {
                nmBlack = 8; _normalMapBlack.BindTexture(TextureUnit.Texture8);
            }

            if (directionalLight != null && directionalLight.GetHasShadow())
            {
                DirectionalLightWithShadow lightWithShadow = directionalLight as DirectionalLightWithShadow;
                // Get shadow handler
                ITexture shadowMap = lightWithShadow.GetShadowMapTexture();
                shadowMap.BindTexture(TextureUnit.Texture9); // shadowmap
                _shader.SetDirectionalLightShadowMatrix(lightWithShadow.GetShadowMatrix(ref ModelMatrix, ref ProjectionMatrix));
            }

            _shader.SetTextureR(1, nmR, nmR > 0);
            _shader.SetTextureG(2, nmG, nmG > 0);
            _shader.SetTextureB(3, nmB, nmB > 0);
            _shader.SetTextureBlack(0, nmBlack, nmBlack > 0);
            _shader.SetBlendMap(4);
            _shader.SetMaterial(_terrainMaterial);
            _shader.SetTransformationMatrices(ref ModelMatrix, camera.GetViewMatrix(), ref ProjectionMatrix);
            _shader.SetDirectionalLight(directionalLight);
            _shader.SetPointLights(pointLights);
            _shader.SetMist(_mist);
            _shader.SetClippingPlane(ref clipPlane);
            _shader.SetDirectionalLightShadowMap(9);

            _buffer.RenderVAO(mode);
            _shader.stopProgram();
        }
コード例 #19
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        public override ITexture GetPostProcessResult(ITexture frameColorTexture, ITexture frameDepthTexture, Point actualScreenRezolution, ITexture previousPostProcessResult = null)
        {
            postConstructor();

            /*Extracting bright parts*/
            renderTarget.renderToFBO(3, renderTarget.frameTextureLowRezolution.GetTextureRezolution());
            base.GetPostProcessResult(frameColorTexture, frameDepthTexture, actualScreenRezolution);

            renderTarget.renderToFBO(2, renderTarget.horizontalBlurTexture.GetTextureRezolution());

            lensShader.startProgram();
            renderTarget.frameTextureLowRezolution.BindTexture(TextureUnit.Texture0);
            lensShader.setUniformValuesThreshold(0, this.threshold);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            lensShader.stopProgram();

            /*Lens effect*/
            renderTarget.renderToFBO(1, this.renderTarget.verticalBlurTexture.GetTextureRezolution());

            lensShader.startProgram();
            renderTarget.horizontalBlurTexture.BindTexture(TextureUnit.Texture0);
            lensShader.setUniformValuesLens(0, this.Ghosts, this.HaloWidth, this.Distortion, this.GhostDispersal);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            lensShader.stopProgram();

            /*Extra passes for blur*/
            for (int i = 0; i < BlurPassCount; i++)
            {
                /*Horizontal Blur effect*/
                renderTarget.renderToFBO(2, this.renderTarget.horizontalBlurTexture.GetTextureRezolution());

                lensShader.startProgram();
                renderTarget.verticalBlurTexture.BindTexture(TextureUnit.Texture0);
                lensShader.setUniformValuesHorizontalBlur(0, normalizedWeights(BlurWidth), getPixOffset(BlurWidth), actualScreenRezolution);
                quadBuffer.RenderVAO(PrimitiveType.Triangles);
                lensShader.stopProgram();

                /*Vertical Blur effect*/
                renderTarget.renderToFBO(1, this.renderTarget.verticalBlurTexture.GetTextureRezolution());

                lensShader.startProgram();
                renderTarget.horizontalBlurTexture.BindTexture(TextureUnit.Texture0);
                lensShader.setUniformValuesHorizontalBlur(0, normalizedWeights(BlurWidth), getPixOffset(BlurWidth), actualScreenRezolution);
                quadBuffer.RenderVAO(PrimitiveType.Triangles);
                lensShader.stopProgram();
            }

            renderTarget.renderToFBO(4, renderTarget.lensFlareResultTexture.GetTextureRezolution());

            lensShader.startProgram();

            // If this is one post process stage from many
            if (previousPostProcessResult != null)
            {
                previousPostProcessResult.BindTexture(TextureUnit.Texture1);
                lensShader.SetPreviousPostProcessResultSampler(1);
            }

            renderTarget.verticalBlurTexture.BindTexture(TextureUnit.Texture0);
            lensShader.setUniformValuesMod(0);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            lensShader.stopProgram();

            renderTarget.unbindFramebuffer();

            return(renderTarget.lensFlareResultTexture);
        }
コード例 #20
0
        public override ITexture GetPostProcessResult(ITexture frameColorTexture, ITexture frameDepthTexture, Point actualScreenRezolution, ITexture previousPostProcessResult = null)
        {
            PostConstructor();

            if (this.blurWidthChanged)
            {
                this.blurWeights      = normalizedWeights(BlurWidth);
                this.blurWidthChanged = false;
            }

            GL.Disable(EnableCap.DepthTest);
            renderTarget.renderToFBO(1, renderTarget.VerticalBlurTexture.GetTextureRezolution());
            dofShader.startProgram();
            frameColorTexture.BindTexture(TextureUnit.Texture0);
            dofShader.setDownsamplerUniforms(0);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            dofShader.stopProgram();

            /*Gauss blur*/
            for (Int32 i = 0; i < BlurPassCount; i++)
            {
                /*Horizontal blur of image*/
                renderTarget.renderToFBO(2, renderTarget.HorizontalBlurTexture.GetTextureRezolution());
                dofShader.startProgram();
                renderTarget.VerticalBlurTexture.BindTexture(TextureUnit.Texture0);
                dofShader.setHorizontalBlurUniforms(0, blurWeights, getPixOffset(BlurWidth), renderTarget.HorizontalBlurTexture.GetTextureRezolution());
                quadBuffer.RenderVAO(PrimitiveType.Triangles);
                dofShader.stopProgram();

                /*Vertical blur of image*/
                renderTarget.renderToFBO(1, renderTarget.VerticalBlurTexture.GetTextureRezolution());
                dofShader.startProgram();
                renderTarget.HorizontalBlurTexture.BindTexture(TextureUnit.Texture0);
                dofShader.setVerticalBlurUniforms(0, blurWeights, getPixOffset(BlurWidth), renderTarget.VerticalBlurTexture.GetTextureRezolution());
                quadBuffer.RenderVAO(PrimitiveType.Triangles);
                dofShader.stopProgram();
            }

            // Blend DoF post process result with previous post process result, if such exists
            renderTarget.renderToFBO(3, renderTarget.DepthOfFieldResultTexture.GetTextureRezolution());
            dofShader.startProgram();

            if (previousPostProcessResult != null)
            {
                previousPostProcessResult.BindTexture(TextureUnit.Texture2);
                dofShader.SetPreviousPostProcessResultSampler(2);
            }
            else
            {
                frameColorTexture.BindTexture(TextureUnit.Texture2);
                dofShader.SetFrameTextureSampler(2);
            }

            renderTarget.VerticalBlurTexture.BindTexture(TextureUnit.Texture0);
            frameDepthTexture.BindTexture(TextureUnit.Texture1);
            dofShader.setDoFUniforms(0, 1, BlurStartEdge, BlurEndEdge);
            quadBuffer.RenderVAO(PrimitiveType.Triangles);
            dofShader.stopProgram();

            renderTarget.unbindFramebuffer();
            GL.Enable(EnableCap.DepthTest);

            return(renderTarget.DepthOfFieldResultTexture);
        }
コード例 #21
0
        public override void renderObject(PrimitiveType mode, DirectionalLight directionalLight, List <PointLight> lights,
                                          BaseCamera camera, ref Matrix4 ProjectionMatrix, Vector4 clipPlane = new Vector4())
        {
            postConstructor();

            Matrix4 modelMatrix;

            modelMatrix = GetWorldMatrix();

            /*If clip plane is set - enable clipping plane*/
            if (clipPlane.X == 0 && clipPlane.Y == 0 && clipPlane.Z == 0 && clipPlane.W == 0)
            {
                GL.Disable(EnableCap.ClipDistance0);
            }
            else
            {
                GL.Enable(EnableCap.ClipDistance0);
            }

            GetShader().startProgram();
            m_texture.BindTexture(TextureUnit.Texture0);  //Bind texture

            bool bEnableNormalMap   = m_normalMap != null;
            bool bEnableSpecularMap = m_specularMap != null;

            if (bEnableNormalMap)
            {
                m_normalMap.BindTexture(TextureUnit.Texture1);  //Bind normal map
            }
            if (m_specularMap != null)
            {
                m_specularMap.BindTexture(TextureUnit.Texture2);  //Bind specular map
            }
            GetShader().SetDiffuseMap(0);
            if (bEnableNormalMap)
            {
                GetShader().SetNormalMap(1);
            }
            if (bEnableSpecularMap)
            {
                GetShader().SetSpecularMap(2);
            }
            GetShader().SetMaterial(m_material);
            GetShader().SetTransformationMatrices(ref modelMatrix, camera.GetViewMatrix(), ref ProjectionMatrix);
            GetShader().SetPointLights(GetRelevantPointLights(lights));
            GetShader().SetDirectionalLight(directionalLight);
            GetShader().SetClippingPlane(ref clipPlane);
            GetShader().SetMist(m_mist);

            if (directionalLight != null && directionalLight.GetHasShadow())
            {
                DirectionalLightWithShadow lightWithShadow = directionalLight as DirectionalLightWithShadow;
                ITexture shadowMap = lightWithShadow.GetShadowMapTexture();
                shadowMap.BindTexture(TextureUnit.Texture4); // shadowmap
                GetShader().SetDirectionalLightShadowMatrix(lightWithShadow.GetShadowMatrix(ref modelMatrix, ref ProjectionMatrix));
            }
            GetShader().SetDirectionalLightShadowMap(4);

            m_skin.Buffer.RenderVAO(mode);
            GetShader().stopProgram();

            /*Show normal for every vertex*/
            if (mode == PrimitiveType.Lines)
            {
                m_specialShader.startProgram();
                m_specialShader.setUniformValues(ref modelMatrix, camera.GetViewMatrix(),
                                                 ref ProjectionMatrix);
                m_skin.Buffer.RenderVAO(PrimitiveType.Triangles);
                m_specialShader.stopProgram();
            }
        }