public static void CreateCubemap(GLContext control, GLTextureCube cubemapInput, GLTexture cubemapOutput, int layer, int numMips) { int size = cubemapInput.Width; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(90), 1.0f, 0.1f, 10.0f); Matrix4[] captureViews = { Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, -1.0f, 0.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(0.0f, -1.0f, 0.0f)), }; GL.BindTexture(TextureTarget.TextureCubeMap, 0); //Bind the cubemap's texture into a filtered quad. //Bind the drawn filter to a cubemap array layer Framebuffer frameBuffer = new Framebuffer(FramebufferTarget.Framebuffer, size, size, PixelInternalFormat.Rgba32f); frameBuffer.Bind(); GL.Disable(EnableCap.Blend); var cubemapFilter = GlobalShaders.GetShader("CUBEMAP_HDRDECODE"); cubemapFilter.Enable(); GL.ActiveTexture(TextureUnit.Texture0 + 1); cubemapInput.Bind(); cubemapFilter.SetInt("cubemapTexture", 1); cubemapFilter.SetMatrix4x4("projection", ref projection); cubemapFilter.SetFloat("gamma", 2.2f); cubemapFilter.SetFloat("range", 1024.0f); cubemapFilter.SetFloat("scale", 4.0f); GL.Disable(EnableCap.CullFace); for (int mip = 0; mip < numMips; mip++) { int mipWidth = (int)(size * Math.Pow(0.5, mip)); int mipHeight = (int)(size * Math.Pow(0.5, mip)); frameBuffer.Resize(mipWidth, mipHeight); GL.Viewport(0, 0, mipWidth, mipHeight); cubemapFilter.SetFloat("mipLevel", mip); for (int i = 0; i < 6; i++) { cubemapFilter.SetInt("faceLevel", i); //attach face to fbo as color attachment 0 if (cubemapOutput is GLTextureCubeArray) { GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, cubemapOutput.ID, mip, (layer * 6) + i); } else { GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.TextureCubeMapPositiveX + i, cubemapOutput.ID, mip); } cubemapFilter.SetMatrix4x4("view", ref captureViews[i]); GL.ClearColor(0, 0, 0, 1); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); RenderTools.DrawCube(); } } var errorcheck = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); if (errorcheck != FramebufferErrorCode.FramebufferComplete) { throw new Exception(errorcheck.ToString()); } GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.Enable(EnableCap.CullFace); GL.Enable(EnableCap.Blend); frameBuffer.Dispoe(); frameBuffer.DisposeRenderBuffer(); GL.UseProgram(0); }
public static void CreateCubemap(GLContext control, GLTextureCube cubemapInput, GLTexture cubemapOutput, int layer) { int size = cubemapOutput.Width; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(90), 1.0f, 0.1f, 10.0f); Matrix4[] captureViews = { Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, -1.0f, 0.0f)), Matrix4.LookAt(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(0.0f, -1.0f, 0.0f)), }; GL.BindTexture(TextureTarget.TextureCubeMap, 0); //Bind the cubemap's texture into a filtered quad. //Bind the drawn filter to a cubemap array layer Framebuffer frameBuffer = new Framebuffer(FramebufferTarget.Framebuffer, size, size, PixelInternalFormat.Rgba32f); frameBuffer.Bind(); GL.Disable(EnableCap.Blend); var cubemapFilter = GlobalShaders.GetShader("CUBEMAP_PREFILTER"); cubemapFilter.Enable(); //Allocate mipmaps cubemapOutput.Bind(); cubemapOutput.GenerateMipmaps(); cubemapOutput.Unbind(); GL.ActiveTexture(TextureUnit.Texture0 + 1); cubemapInput.Bind(); cubemapFilter.SetInt("environmentMap", 1); cubemapFilter.SetMatrix4x4("projection", ref projection); //Quick hack, draw once before rendering (first buffer not updating for some reason??) RenderTools.DrawCube(); GL.Disable(EnableCap.CullFace); for (int mip = 0; mip < cubemapOutput.MipCount; mip++) { int mipWidth = (int)(size * Math.Pow(0.5, mip)); int mipHeight = (int)(size * Math.Pow(0.5, mip)); frameBuffer.Resize(mipWidth, mipHeight); GL.Viewport(0, 0, mipWidth, mipHeight); float roughness = (float)mip / (float)(cubemapOutput.MipCount - 1); cubemapFilter.SetFloat("roughness", roughness); for (int i = 0; i < 6; i++) { //attach face to fbo as color attachment 0 if (cubemapOutput is GLTextureCubeArray) { GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, cubemapOutput.ID, mip, (layer * 6) + i); } else { GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.TextureCubeMapPositiveX + i, cubemapOutput.ID, mip); } cubemapFilter.SetMatrix4x4("view", ref captureViews[i]); GL.ClearColor(0, 0, 0, 1); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); RenderTools.DrawCube(); } } var errorcheck = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); if (errorcheck != FramebufferErrorCode.FramebufferComplete) { throw new Exception(errorcheck.ToString()); } GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.Enable(EnableCap.CullFace); GL.Enable(EnableCap.Blend); frameBuffer.Dispoe(); frameBuffer.DisposeRenderBuffer(); GL.UseProgram(0); }
public void DrawBoundings(GLContext control) { foreach (BfresModelAsset model in Models) { if (!model.IsVisible) { continue; } foreach (var mesh in model.Meshes) { if (!mesh.IsVisible || !mesh.InFrustum) { continue; } //Go through each bounding in the current displayed mesh var polygonGroup = mesh.Shape.PolygonGroups[mesh.LODMeshLevel] as MeshPolygonGroup; foreach (var bounding in polygonGroup.Boundings) { var min = bounding.Center - bounding.Extent; var max = bounding.Center + bounding.Extent; var shader = GlobalShaders.GetShader("PICKING"); control.CurrentShader = shader; control.CurrentShader.SetVector4("color", new Vector4(1)); Matrix4 transform = Matrix4.Identity; if (mesh.SkinCount == 0) { transform = model.ModelData.Skeleton.Bones[mesh.BoneIndex].Transform; control.CurrentShader.SetMatrix4x4("mtxMdl", ref transform); var bnd = mesh.BoundingNode.Box; BoundingBoxRender.Draw(control, bnd.Min, bnd.Max); } else { foreach (var boneIndex in mesh.Shape.Shape.SkinBoneIndices) { transform = model.ModelData.Skeleton.Bones[boneIndex].Transform; control.CurrentShader.SetMatrix4x4("mtxMdl", ref transform); BoundingBoxRender.Draw(control, new Vector3(min.X, min.Y, min.Z), new Vector3(max.X, max.Y, max.Z)); } } } /* * var center = mesh.BoundingNode.Center; * var radius = mesh.BoundingNode.Radius; * * GL.Enable(EnableCap.Blend); * * transform = Matrix4.CreateScale(radius) * Matrix4.CreateTranslation(center) * transform; * control.CurrentShader.SetMatrix4x4("mtxMdl", ref transform); * control.CurrentShader.SetVector4("color", new Vector4(0,0,0,0.2f)); * * SphereRender.Draw(control); * * GL.Disable(EnableCap.Blend);*/ } } control.CurrentShader = null; }