Exemplo n.º 1
0
        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();
        }