コード例 #1
0
        public ClipmapUpdater(Context context, ClipmapLevel[] clipmapLevels)
        {
            ShaderVertexAttributeCollection vertexAttributes = new ShaderVertexAttributeCollection();

            vertexAttributes.Add(new ShaderVertexAttribute("position", VertexLocations.Position, ShaderVertexAttributeType.FloatVector2, 1));

            Mesh unitQuad = RectangleTessellator.Compute(new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(1.0, 1.0)), 1, 1);

            _unitQuad = context.CreateVertexArray(unitQuad, vertexAttributes, BufferHint.StaticDraw);
            _unitQuadPrimitiveType = unitQuad.PrimitiveType;
            _sceneState            = new SceneState();
            _framebuffer           = context.CreateFramebuffer();

            _updateShader = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpdateVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpdateFS.glsl"));
            _updateTexelOutput = _updateShader.FragmentOutputs["texelOutput"];
            _updateDrawState   = new DrawState(new RenderState(), _updateShader, _unitQuad);
            _updateDrawState.RenderState.FacetCulling.FrontFaceWindingOrder = unitQuad.FrontFaceWindingOrder;
            _updateDrawState.RenderState.DepthTest.Enabled = false;
            _updateDestinationOffset = (Uniform <Vector2F>)_updateShader.Uniforms["u_destinationOffset"];
            _updateUpdateSize        = (Uniform <Vector2F>)_updateShader.Uniforms["u_updateSize"];
            _updateSourceOrigin      = (Uniform <Vector2F>)_updateShader.Uniforms["u_sourceOrigin"];

            _upsampleShader = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpsampleVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpsampleFS.glsl"));
            _upsampleTexelOutput = _upsampleShader.FragmentOutputs["texelOutput"];
            _upsampleDrawState   = new DrawState(new RenderState(), _upsampleShader, _unitQuad);
            _upsampleDrawState.RenderState.FacetCulling.FrontFaceWindingOrder = unitQuad.FrontFaceWindingOrder;
            _upsampleDrawState.RenderState.DepthTest.Enabled = false;
            _upsampleSourceOrigin       = (Uniform <Vector2F>)_upsampleShader.Uniforms["u_sourceOrigin"];
            _upsampleUpdateSize         = (Uniform <Vector2F>)_upsampleShader.Uniforms["u_updateSize"];
            _upsampleDestinationOffset  = (Uniform <Vector2F>)_upsampleShader.Uniforms["u_destinationOffset"];
            _upsampleOneOverTextureSize = (Uniform <Vector2F>)_upsampleShader.Uniforms["u_oneOverTextureSize"];

            _computeNormalsShader = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapComputeNormalsVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapComputeNormalsFS.glsl"));
            _normalOutput            = _computeNormalsShader.FragmentOutputs["normalOutput"];
            _computeNormalsDrawState = new DrawState(new RenderState(), _computeNormalsShader, _unitQuad);
            _computeNormalsDrawState.RenderState.FacetCulling.FrontFaceWindingOrder = unitQuad.FrontFaceWindingOrder;
            _computeNormalsDrawState.RenderState.DepthTest.Enabled = false;
            _computeNormalsOrigin               = (Uniform <Vector2F>)_computeNormalsShader.Uniforms["u_origin"];
            _computeNormalsUpdateSize           = (Uniform <Vector2F>)_computeNormalsShader.Uniforms["u_updateSize"];
            _computeNormalsOneOverHeightMapSize = (Uniform <Vector2F>)_computeNormalsShader.Uniforms["u_oneOverHeightMapSize"];
            _heightExaggeration = (Uniform <float>)_computeNormalsShader.Uniforms["u_heightExaggeration"];
            _postDelta          = (Uniform <float>)_computeNormalsShader.Uniforms["u_postDelta"];

            HeightExaggeration = 1.0f;

            ClipmapLevel levelZero = clipmapLevels[0];

            InitializeRequestThreads(context, _terrain, levelZero, levelZero.Terrain);
            InitializeRequestThreads(context, _imagery, levelZero, levelZero.Imagery);
        }
コード例 #2
0
        public ClipmapUpdater(Context context, ClipmapLevel[] clipmapLevels)
        {
            ShaderVertexAttributeCollection vertexAttributes = new ShaderVertexAttributeCollection();
            vertexAttributes.Add(new ShaderVertexAttribute("position", VertexLocations.Position, ShaderVertexAttributeType.FloatVector2, 1));

            Mesh unitQuad = RectangleTessellator.Compute(new RectangleD(new Vector2D(0.0, 0.0), new Vector2D(1.0, 1.0)), 1, 1);
            _unitQuad = context.CreateVertexArray(unitQuad, vertexAttributes, BufferHint.StaticDraw);
            _unitQuadPrimitiveType = unitQuad.PrimitiveType;
            _sceneState = new SceneState();
            _framebuffer = context.CreateFramebuffer();

            _updateShader = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpdateVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpdateFS.glsl"));
            _updateTexelOutput = _updateShader.FragmentOutputs["texelOutput"];
            _updateDrawState = new DrawState(new RenderState(), _updateShader, _unitQuad);
            _updateDrawState.RenderState.FacetCulling.FrontFaceWindingOrder = unitQuad.FrontFaceWindingOrder;
            _updateDrawState.RenderState.DepthTest.Enabled = false;
            _updateDestinationOffset = (Uniform<Vector2F>)_updateShader.Uniforms["u_destinationOffset"];
            _updateUpdateSize = (Uniform<Vector2F>)_updateShader.Uniforms["u_updateSize"];
            _updateSourceOrigin = (Uniform<Vector2F>)_updateShader.Uniforms["u_sourceOrigin"];

            _upsampleShader = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpsampleVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapUpsampleFS.glsl"));
            _upsampleTexelOutput = _upsampleShader.FragmentOutputs["texelOutput"];
            _upsampleDrawState = new DrawState(new RenderState(), _upsampleShader, _unitQuad);
            _upsampleDrawState.RenderState.FacetCulling.FrontFaceWindingOrder = unitQuad.FrontFaceWindingOrder;
            _upsampleDrawState.RenderState.DepthTest.Enabled = false;
            _upsampleSourceOrigin = (Uniform<Vector2F>)_upsampleShader.Uniforms["u_sourceOrigin"];
            _upsampleUpdateSize = (Uniform<Vector2F>)_upsampleShader.Uniforms["u_updateSize"];
            _upsampleDestinationOffset = (Uniform<Vector2F>)_upsampleShader.Uniforms["u_destinationOffset"];
            _upsampleOneOverTextureSize = (Uniform<Vector2F>)_upsampleShader.Uniforms["u_oneOverTextureSize"];

            _computeNormalsShader = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapComputeNormalsVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.ClipmapTerrain.ClipmapComputeNormalsFS.glsl"));
            _normalOutput = _computeNormalsShader.FragmentOutputs["normalOutput"];
            _computeNormalsDrawState = new DrawState(new RenderState(), _computeNormalsShader, _unitQuad);
            _computeNormalsDrawState.RenderState.FacetCulling.FrontFaceWindingOrder = unitQuad.FrontFaceWindingOrder;
            _computeNormalsDrawState.RenderState.DepthTest.Enabled = false;
            _computeNormalsOrigin = (Uniform<Vector2F>)_computeNormalsShader.Uniforms["u_origin"];
            _computeNormalsUpdateSize = (Uniform<Vector2F>)_computeNormalsShader.Uniforms["u_updateSize"];
            _computeNormalsOneOverHeightMapSize = (Uniform<Vector2F>)_computeNormalsShader.Uniforms["u_oneOverHeightMapSize"];
            _heightExaggeration = (Uniform<float>)_computeNormalsShader.Uniforms["u_heightExaggeration"];
            _postDelta = (Uniform<float>)_computeNormalsShader.Uniforms["u_postDelta"];

            HeightExaggeration = 1.0f;

            ClipmapLevel levelZero = clipmapLevels[0];
            InitializeRequestThreads(context, _terrain, levelZero, levelZero.Terrain);
            InitializeRequestThreads(context, _imagery, levelZero, levelZero.Imagery);
        }
コード例 #3
0
        private static ShaderVertexAttributeCollection FindVertexAttributes(ShaderProgramNameGL3x program)
        {
            int programHandle = program.Value;

            int numberOfAttributes;

            GL.GetProgram(programHandle, ProgramParameter.ActiveAttributes, out numberOfAttributes);

            int attributeNameMaxLength;

            GL.GetProgram(programHandle, ProgramParameter.ActiveAttributeMaxLength, out attributeNameMaxLength);

            ShaderVertexAttributeCollection vertexAttributes = new ShaderVertexAttributeCollection();

            for (int i = 0; i < numberOfAttributes; ++i)
            {
                int attributeNameLength;
                int attributeLength;
                ActiveAttribType attributeType;
                StringBuilder    attributeNameBuilder = new StringBuilder(attributeNameMaxLength);

                GL.GetActiveAttrib(programHandle, i, attributeNameMaxLength,
                                   out attributeNameLength, out attributeLength, out attributeType, attributeNameBuilder);

                string attributeName = attributeNameBuilder.ToString();

                if (attributeName.StartsWith("gl_", StringComparison.InvariantCulture))
                {
                    //
                    // Names starting with the reserved prefix of "gl_" have a location of -1.
                    //
                    continue;
                }

                int attributeLocation = GL.GetAttribLocation(programHandle, attributeName);

                vertexAttributes.Add(new ShaderVertexAttribute(
                                         attributeName, attributeLocation, TypeConverterGL3x.To(attributeType), attributeLength));
            }

            return(vertexAttributes);
        }
コード例 #4
0
        private static ShaderVertexAttributeCollection FindVertexAttributes(ShaderProgramNameGL3x program)
        {
            int programHandle = program.Value;

            int numberOfAttributes;
            GL.GetProgram(programHandle, ProgramParameter.ActiveAttributes, out numberOfAttributes);

            int attributeNameMaxLength;
            GL.GetProgram(programHandle, ProgramParameter.ActiveAttributeMaxLength, out attributeNameMaxLength);

            ShaderVertexAttributeCollection vertexAttributes = new ShaderVertexAttributeCollection();
            for (int i = 0; i < numberOfAttributes; ++i)
            {
                int attributeNameLength;
                int attributeLength;
                ActiveAttribType attributeType;
                StringBuilder attributeNameBuilder = new StringBuilder(attributeNameMaxLength);

                GL.GetActiveAttrib(programHandle, i, attributeNameMaxLength,
                    out attributeNameLength, out attributeLength, out attributeType, attributeNameBuilder);

                string attributeName = attributeNameBuilder.ToString();

                if (attributeName.StartsWith("gl_", StringComparison.InvariantCulture))
                {
                    //
                    // Names starting with the reserved prefix of "gl_" have a location of -1.
                    //
                    continue;
                }

                int attributeLocation = GL.GetAttribLocation(programHandle, attributeName);

                vertexAttributes.Add(new ShaderVertexAttribute(
                    attributeName, attributeLocation, TypeConverterGL3x.To(attributeType), attributeLength));
            }

            return vertexAttributes;
        }
コード例 #5
0
ファイル: Context.cs プロジェクト: jpespartero/OpenGlobe
 public virtual VertexArray CreateVertexArray(Mesh mesh, ShaderVertexAttributeCollection shaderAttributes, BufferHint usageHint)
 {
     return CreateVertexArray(Device.CreateMeshBuffers(mesh, shaderAttributes, usageHint));
 }