예제 #1
0
        public void Draw(IFramebuffer targetFramebuffer, IRenderbuffer depthStencil)
        {
            infra.GlContext.States.DepthStencil.StencilTestEnable.Set(true);
            infra.GlContext.States.Blend.BlendEnable.Set(false);
            infra.GlContext.States.DepthStencil.DepthMask.Set(false);
            infra.GlContext.States.DepthStencil.DepthTestEnable.Set(false);
            infra.GlContext.States.DepthStencil.Back.StencilWriteMask.Set(0xff);
            infra.GlContext.States.DepthStencil.Front.StencilWriteMask.Set(0xff);
            infra.GlContext.States.Rasterizer.CullFaceEnable.Set(false);

            var offScreen = offScreenContainer.Get(this, depthStencil, depthStencil.Width, depthStencil.Height, depthStencil.Samples, OffScreenTtl);

            drawSpotFramebuffer.AttachRenderbuffer(FramebufferAttachmentPoint.Color0, offScreen.ColorBuffer);
            drawSpotFramebuffer.AttachRenderbuffer(FramebufferAttachmentPoint.DepthStencil, depthStencil);
            drawSpotFramebuffer.ClearColor(0, new Color4(0, 0, 0, 0));
            infra.GlContext.Bindings.Framebuffers.Draw.Set(drawSpotFramebuffer);

            infra.GlContext.Bindings.Program.Set(program);
            infra.GlContext.Bindings.VertexArray.Set(vao);

            SetStencilFunc(StencilFunction.Equal);
            infra.GlContext.Actions.Draw.Arrays(BeginMode.TriangleStrip, 0, 4);
            offScreen.Resolve();
            infra.GlContext.Bindings.Framebuffers.Draw.Set(offScreen.Framebuffer);
            SetStencilFunc(StencilFunction.Always);

            bleedDrawer.Draw(offScreen.ResolvedTex, Common.Numericals.Colors.Color4.Orange);
            offScreen.Resolve();
            infra.GlContext.Bindings.Framebuffers.Draw.Set(targetFramebuffer);
            SetStencilFunc(StencilFunction.Notequal);
            quadDrawer.Draw(offScreen.ResolvedTex);
            //quadDrawer.Draw(Common.Numericals.Colors.Color4.Blue);
            SetStencilFunc(StencilFunction.Always);

            infra.GlContext.States.DepthStencil.StencilTestEnable.Set(false);
            infra.GlContext.States.DepthStencil.DepthMask.Set(true);
            infra.GlContext.States.DepthStencil.DepthTestEnable.Set(true);
        }
예제 #2
0
        public override void Initialize()
        {
            renderTarget = Context.Create.Texture2D(RenderTargetSize, RenderTargetSize, TextureHelper.CalculateMipCount(RenderTargetSize, 1, 1), Format.Rgba8);
            depthStencil = Context.Create.Renderbuffer(RenderTargetSize, RenderTargetSize, Format.Depth24Stencil8);

            framebuffer = Context.Create.Framebuffer();
            framebuffer.AttachTextureImage(FramebufferAttachmentPoint.Color0, renderTarget, 0);
            framebuffer.AttachRenderbuffer(FramebufferAttachmentPoint.DepthStencil, depthStencil);

            var vertexBuffer = Context.Create.Buffer(BufferTarget.Array, 24 * 8 * sizeof(float), BufferUsageHint.StaticDraw, new[]
            {
                new Vertex(1f, -1f, 1f, 1f, 0f, 0f, 0f, 0f),
                new Vertex(1f, 1f, 1f, 1f, 0f, 0f, 1f, 0f),
                new Vertex(1f, 1f, -1f, 1f, 0f, 0f, 1f, 1f),
                new Vertex(1f, -1f, -1f, 1f, 0f, 0f, 0f, 1f),

                new Vertex(1f, 1f, 1f, 0f, 1f, 0f, 0f, 0f),
                new Vertex(-1f, 1f, 1f, 0f, 1f, 0f, 1f, 0f),
                new Vertex(-1f, 1f, -1f, 0f, 1f, 0f, 1f, 1f),
                new Vertex(1f, 1f, -1f, 0f, 1f, 0f, 0f, 1f),

                new Vertex(-1f, 1f, 1f, -1f, 0f, 0f, 0f, 0f),
                new Vertex(-1f, -1f, 1f, -1f, 0f, 0f, 1f, 0f),
                new Vertex(-1f, -1f, -1f, -1f, 0f, 0f, 1f, 1f),
                new Vertex(-1f, 1f, -1f, -1f, 0f, 0f, 0f, 1f),

                new Vertex(-1f, -1f, 1f, 0f, -1f, 0f, 0f, 0f),
                new Vertex(1f, -1f, 1f, 0f, -1f, 0f, 1f, 0f),
                new Vertex(1f, -1f, -1f, 0f, -1f, 0f, 1f, 1f),
                new Vertex(-1f, -1f, -1f, 0f, -1f, 0f, 0f, 1f),

                new Vertex(-1f, -1f, 1f, 0f, 0f, 1f, 0f, 0f),
                new Vertex(-1f, 1f, 1f, 0f, 0f, 1f, 1f, 0f),
                new Vertex(1f, 1f, 1f, 0f, 0f, 1f, 1f, 1f),
                new Vertex(1f, -1f, 1f, 0f, 0f, 1f, 0f, 1f),

                new Vertex(-1f, 1f, -1f, 0f, 0f, -1f, 0f, 0f),
                new Vertex(-1f, -1f, -1f, 0f, 0f, -1f, 1f, 0f),
                new Vertex(1f, -1f, -1f, 0f, 0f, -1f, 1f, 1f),
                new Vertex(1f, 1f, -1f, 0f, 0f, -1f, 0f, 1f)
            });

            var indexBuffer = Context.Create.Buffer(BufferTarget.ElementArray, 36 * sizeof(ushort), BufferUsageHint.StaticDraw, new ushort[]
            {
                0, 1, 2, 0, 2, 3,
                4, 5, 6, 4, 6, 7,
                8, 9, 10, 8, 10, 11,
                12, 13, 14, 12, 14, 15,
                16, 17, 18, 16, 18, 19,
                20, 21, 22, 20, 22, 23
            });

            vertexArray = Context.Create.VertexArray();
            vertexArray.SetElementArrayBuffer(indexBuffer);
            vertexArray.SetVertexAttributeF(0, vertexBuffer, VertexAttributeDimension.Three, VertexAttribPointerType.Float, false, 32, 0);
            vertexArray.SetVertexAttributeF(1, vertexBuffer, VertexAttributeDimension.Three, VertexAttribPointerType.Float, false, 32, 12);
            vertexArray.SetVertexAttributeF(2, vertexBuffer, VertexAttributeDimension.Two, VertexAttribPointerType.Float, false, 32, 24);

            transformBuffer = Context.Create.Buffer(BufferTarget.Uniform, 64, BufferUsageHint.DynamicDraw);
            cameraBuffer = Context.Create.Buffer(BufferTarget.Uniform, 64, BufferUsageHint.DynamicDraw);
            #if INTEL_WORKAROUND
            cameraOutsideBuffer = Context.Create.Buffer(BufferTarget.Uniform, 64, BufferUsageHint.DynamicDraw);
            #endif
            cameraExtraBuffer = Context.Create.Buffer(BufferTarget.Uniform, 12, BufferUsageHint.DynamicDraw);
            lightBuffer = Context.Create.Buffer(BufferTarget.Uniform, 12, BufferUsageHint.DynamicDraw);

            using (var textureLoader = new TextureLoader("../Textures/DiffuseTest.png"))
            {
                diffuseMap = Context.Create.Texture2D(textureLoader.Width, textureLoader.Height, TextureHelper.CalculateMipCount(textureLoader.Width, textureLoader.Height, 1), Format.Rgba8);
                for (int i = 0; i < diffuseMap.MipCount; i++)
                    diffuseMap.SetData(i, textureLoader.GetMipData(i), FormatColor.Rgba, FormatType.UnsignedByte);
            }

            sampler = Context.Create.Sampler();
            sampler.SetMagFilter(TextureMagFilter.Linear);
            sampler.SetMinFilter(TextureMinFilter.LinearMipmapLinear);
            sampler.SetMaxAnisotropy(16f);

            IVertexShader vsh = Context.Create.VertexShader(VertexShaderText);
            IFragmentShader fsh = Context.Create.FragmentShader(FragmentShaderText);
            program = Context.Create.Program(new ShaderProgramDescription
            {
                VertexShaders = new[] {vsh},
                FragmentShaders = new[] {fsh},
                VertexAttributeNames = new[] {"in_position", "in_normal", "in_tex_coord"},
                UniformBufferNames = new[] {"Transform", "Camera", "Light"},
                SamplerNames = new[] {"DiffuseMap"}
            });
        }
예제 #3
0
        public override void Initialize()
        {
            renderTarget = Context.Create.Texture2D(RenderTargetSize, RenderTargetSize, TextureHelper.CalculateMipCount(RenderTargetSize, 1, 1), Format.Rgba8);
            depthStencil = Context.Create.Renderbuffer(RenderTargetSize, RenderTargetSize, Format.Depth24Stencil8);

            framebuffer = Context.Create.Framebuffer();
            framebuffer.AttachTextureImage(FramebufferAttachmentPoint.Color0, renderTarget, 0);
            framebuffer.AttachRenderbuffer(FramebufferAttachmentPoint.DepthStencil, depthStencil);

            var vertexBuffer = Context.Create.Buffer(BufferTarget.Array, 24 * 8 * sizeof(float), BufferUsageHint.StaticDraw, new[]
            {
                new Vertex(1f, -1f, 1f, 1f, 0f, 0f, 0f, 0f),
                new Vertex(1f, 1f, 1f, 1f, 0f, 0f, 1f, 0f),
                new Vertex(1f, 1f, -1f, 1f, 0f, 0f, 1f, 1f),
                new Vertex(1f, -1f, -1f, 1f, 0f, 0f, 0f, 1f),

                new Vertex(1f, 1f, 1f, 0f, 1f, 0f, 0f, 0f),
                new Vertex(-1f, 1f, 1f, 0f, 1f, 0f, 1f, 0f),
                new Vertex(-1f, 1f, -1f, 0f, 1f, 0f, 1f, 1f),
                new Vertex(1f, 1f, -1f, 0f, 1f, 0f, 0f, 1f),

                new Vertex(-1f, 1f, 1f, -1f, 0f, 0f, 0f, 0f),
                new Vertex(-1f, -1f, 1f, -1f, 0f, 0f, 1f, 0f),
                new Vertex(-1f, -1f, -1f, -1f, 0f, 0f, 1f, 1f),
                new Vertex(-1f, 1f, -1f, -1f, 0f, 0f, 0f, 1f),

                new Vertex(-1f, -1f, 1f, 0f, -1f, 0f, 0f, 0f),
                new Vertex(1f, -1f, 1f, 0f, -1f, 0f, 1f, 0f),
                new Vertex(1f, -1f, -1f, 0f, -1f, 0f, 1f, 1f),
                new Vertex(-1f, -1f, -1f, 0f, -1f, 0f, 0f, 1f),

                new Vertex(-1f, -1f, 1f, 0f, 0f, 1f, 0f, 0f),
                new Vertex(-1f, 1f, 1f, 0f, 0f, 1f, 1f, 0f),
                new Vertex(1f, 1f, 1f, 0f, 0f, 1f, 1f, 1f),
                new Vertex(1f, -1f, 1f, 0f, 0f, 1f, 0f, 1f),

                new Vertex(-1f, 1f, -1f, 0f, 0f, -1f, 0f, 0f),
                new Vertex(-1f, -1f, -1f, 0f, 0f, -1f, 1f, 0f),
                new Vertex(1f, -1f, -1f, 0f, 0f, -1f, 1f, 1f),
                new Vertex(1f, 1f, -1f, 0f, 0f, -1f, 0f, 1f)
            });

            var indexBuffer = Context.Create.Buffer(BufferTarget.ElementArray, 36 * sizeof(ushort), BufferUsageHint.StaticDraw, new ushort[]
            {
                0, 1, 2, 0, 2, 3,
                4, 5, 6, 4, 6, 7,
                8, 9, 10, 8, 10, 11,
                12, 13, 14, 12, 14, 15,
                16, 17, 18, 16, 18, 19,
                20, 21, 22, 20, 22, 23
            });

            vertexArray = Context.Create.VertexArray();
            vertexArray.SetElementArrayBuffer(indexBuffer);
            vertexArray.SetVertexAttributeF(0, vertexBuffer, VertexAttributeDimension.Three, VertexAttribPointerType.Float, false, 32, 0);
            vertexArray.SetVertexAttributeF(1, vertexBuffer, VertexAttributeDimension.Three, VertexAttribPointerType.Float, false, 32, 12);
            vertexArray.SetVertexAttributeF(2, vertexBuffer, VertexAttributeDimension.Two, VertexAttribPointerType.Float, false, 32, 24);

            transformBuffer = Context.Create.Buffer(BufferTarget.Uniform, 64, BufferUsageHint.DynamicDraw);
            cameraBuffer    = Context.Create.Buffer(BufferTarget.Uniform, 64, BufferUsageHint.DynamicDraw);
#if INTEL_WORKAROUND
            cameraOutsideBuffer = Context.Create.Buffer(BufferTarget.Uniform, 64, BufferUsageHint.DynamicDraw);
#endif
            cameraExtraBuffer = Context.Create.Buffer(BufferTarget.Uniform, 12, BufferUsageHint.DynamicDraw);
            lightBuffer       = Context.Create.Buffer(BufferTarget.Uniform, 12, BufferUsageHint.DynamicDraw);

            using (var textureLoader = new TextureLoader("../Textures/DiffuseTest.png"))
            {
                diffuseMap = Context.Create.Texture2D(textureLoader.Width, textureLoader.Height, TextureHelper.CalculateMipCount(textureLoader.Width, textureLoader.Height, 1), Format.Rgba8);
                for (int i = 0; i < diffuseMap.MipCount; i++)
                {
                    diffuseMap.SetData(i, textureLoader.GetMipData(i), FormatColor.Rgba, FormatType.UnsignedByte);
                }
            }

            sampler = Context.Create.Sampler();
            sampler.SetMagFilter(TextureMagFilter.Linear);
            sampler.SetMinFilter(TextureMinFilter.LinearMipmapLinear);
            sampler.SetMaxAnisotropy(16f);

            IVertexShader   vsh = Context.Create.VertexShader(VertexShaderText);
            IFragmentShader fsh = Context.Create.FragmentShader(FragmentShaderText);
            program = Context.Create.Program(new ShaderProgramDescription
            {
                VertexShaders        = new[] { vsh },
                FragmentShaders      = new[] { fsh },
                VertexAttributeNames = new[] { "in_position", "in_normal", "in_tex_coord" },
                UniformBufferNames   = new[] { "Transform", "Camera", "Light" },
                SamplerNames         = new[] { "DiffuseMap" }
            });
        }