static void InitTextures() { CubeMapTextureID = GLTextureCubeArray.FromDDS(new DDS($"Resources\\CubemapHDR.dds")); DiffuseCubeTextureID = GLTextureCube.FromDDS( new DDS(new MemoryStream(Resources.CubemapLightmap)), new DDS(new MemoryStream(Resources.CubemapLightmapShadow))); SpecularCubeTextureID = GLTextureCube.CreateEmptyCubemap(32); LightingEngine.LightSettings.InitTextures(); DepthShadowCascadeTextureID = GLTexture2D.FromBitmap(Resources.white); ProjectionTextureID = GLTexture2D.FromBitmap(Resources.white); User1Texture = GLTexture2D.FromBitmap(Resources.white); //Adjust mip levels CubeMapTextureID.Bind(); GL.TexParameter(CubeMapTextureID.Target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexParameter(CubeMapTextureID.Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear); GL.TexParameter(CubeMapTextureID.Target, TextureParameterName.TextureBaseLevel, 0); GL.TexParameter(CubeMapTextureID.Target, TextureParameterName.TextureMaxLevel, 13); CubeMapTextureID.Unbind(); DiffuseCubeTextureID.Bind(); GL.TexParameter(CubeMapTextureID.Target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexParameter(CubeMapTextureID.Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear); GL.TexParameter(DiffuseCubeTextureID.Target, TextureParameterName.TextureBaseLevel, 0); GL.TexParameter(DiffuseCubeTextureID.Target, TextureParameterName.TextureMaxLevel, 2); DiffuseCubeTextureID.Unbind(); }
static void InitTextures() { //Reflective cubemap CubeMapTexture = GLTextureCubeArray.FromDDS(new DDS($"Resources\\CubemapHDR.dds")); CubemapManager.InitDefault(CubeMapTexture); //Diffuse cubemap lighting //Map gets updated when an object moves using probe lighting. DiffuseLightmapTexture = GLTextureCube.FromDDS( new DDS(new MemoryStream(Resources.CubemapLightmap)), new DDS(new MemoryStream(Resources.CubemapLightmapShadow))); //Shadows //Channel usage: //Red - Dynamic shadows //Green - Static shadows (course) //Blue - Soft shading (under kart, dynamic AO?) //Alpha - Usually gray DepthShadowTexture = GLTexture2D.FromBitmap(Resources.white); DepthShadowCascadeTexture = GLTexture2D.FromBitmap(Resources.white); //Tire marks ProjectionTexture = GLTexture2D.FromBitmap(Resources.white); //Used for dynamic lights. Ie spot, point, kart lights //Dynamic lights are setup using the g buffer pass (normals) and depth information before material pass is drawn //Additional slices may be used for bloom intensity LightPPTexture = GLTexture2DArray.FromBitmap(Resources.black); //Depth information. Likely for shadows NormalizedLinearDepth = GLTexture2D.FromBitmap(Resources.black); //Adjust mip levels CubeMapTexture.Bind(); GL.TexParameter(CubeMapTexture.Target, TextureParameterName.TextureBaseLevel, 0); GL.TexParameter(CubeMapTexture.Target, TextureParameterName.TextureMaxLevel, 13); CubeMapTexture.Unbind(); DiffuseLightmapTexture.Bind(); GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureBaseLevel, 0); GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureMaxLevel, 2); DiffuseLightmapTexture.Unbind(); }