コード例 #1
0
ファイル: InputManager.cs プロジェクト: Aehrraid/komorebi
        public InputManager(Window window, Camera camera)
        {
            windowCopy = window;
            cameraCopy = camera;

            lastMousePos = new Vector2(OpenTK.Input.Mouse.GetCursorState().X, OpenTK.Input.Mouse.GetCursorState().Y);
            windowCopy.KeyDown += HandleKeyDown;
            windowCopy.KeyUp += HandleKeyUp;
        }
コード例 #2
0
        private void uploadParameters(Vector3 lightPosition, Camera camera, Matrix4 projectionMatrix, Matrix4 depthViewProjectionMatrix)
        {
            GL.Uniform1(depthTextureLocation, 0);
            GL.Uniform1(shadowTextureLocation, 1);
            GL.Uniform1(noiseTextureLocation, 2);

            Matrix4 invVP = camera.viewMatrix * projectionMatrix;
            inverse(ref invVP);

            GL.UniformMatrix4(inverseViewProjectionMatrixLocation, false, ref invVP);

            GL.Uniform3(viewPosLocation, camera.Position);

            // Compute the MVP matrix from the light's point of view (and add a bias)
            Matrix4 depthMVP = depthViewProjectionMatrix * biasMatrix;
            GL.UniformMatrix4(depthBiasMVPLocation, false, ref depthMVP);

            Vector2 noiseOffset = new Vector2(intNoiseOffsetX, intNoiseOffsetY);
            GL.Uniform2(noiseOffsetLocation, noiseOffset);

            GL.Uniform1(enumScatteringTechniqueLocation, enumScatteringTechnique);
        }
コード例 #3
0
        public void render(Vector3 lightPosition, Camera camera, Matrix4 projectionMatrix, int depthMapTexture, int shadowMapTexture, Matrix4 depthViewProjectionMatrix)
        {
            // Set some settings
            GL.BindVertexArray(vertexArrayObject);
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, depthMapTexture);
            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, shadowMapTexture);
            GL.ActiveTexture(TextureUnit.Texture2);
            GL.BindTexture(TextureTarget.Texture2D, noiseTexture);

            // Enable Position Attribute
            GL.EnableVertexAttribArray(positionLocation);
            GL.EnableVertexAttribArray(texcoordsLocation);

            // Upload Parameters
            uploadParameters(lightPosition, camera, projectionMatrix, depthViewProjectionMatrix);

            // Enable Texture and set Blending
            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.Blend);
            GL.BlendEquation(BlendEquationMode.FuncAdd);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);

            // Render the Quad
            GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);

            // Clean up and set Blending
            GL.DisableVertexAttribArray(positionLocation);
            GL.DisableVertexAttribArray(texcoordsLocation);
            GL.BindVertexArray(0);
            GL.BindTexture(TextureTarget.Texture2D, -1);
            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, -1);
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, -1);
            GL.Disable(EnableCap.Blend);
            GL.BlendEquation(BlendEquationMode.FuncAdd);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
        }