Exemplo n.º 1
0
        public ComputeBallsScene()
        {
            int instancesAxis = 10;
            int instances = instancesAxis * instancesAxis * instancesAxis;
            var ballInfo = Object3dInfo.LoadFromObjSingle(Media.Get("star3d.obj"));
               // var cb = Object3dGenerator.CreateCube(new Vector3(1000, 1000, 1000), new Vector2(1, 1));
               // cb.FlipFaces();
               // var sky = new Mesh3d(cb, new GenericMaterial(Color.Black));
               // Add(sky);
            ballInfo.Normalize();
            var instanced = new InstancedMesh3d(ballInfo, new GenericMaterial(new Vector4(0, 1, 0, 1)));
            var instanced2 = new InstancedMesh3d(ballInfo, new GenericMaterial(Color.Green));
            //var model = Object3dInfo.LoadFromObjSingle(Media.Get("monkey.obj"));
            //var vrts = model.GetOrderedVertices();
            //vrts = vrts.Distinct().ToList();
            var bts3 = new List<Vector4>();
            for(int x = 0; x < 20; x++)
                for(int y = 60; y > 0; y--)
            {
                bts3.Add(new Vector4(x, y, 0, 1));
            }
            instanced2.UpdateMatrix();
            Add(instanced2);

            instanced.Instances = instances;
            var SBuffer = new ShaderStorageBuffer();
            var VBuffer = new ShaderStorageBuffer();
            var PBuffer = new ShaderStorageBuffer();
            GLThread.Invoke(() =>
            {
                var cshader = new ComputeShader("AIPathFollower.compute.glsl");
                var bts = new List<Vector4>();
                var bts2 = new List<Vector4>();
                var rand = new Random();
                PBuffer.MapData(bts3.ToArray());
                for(int x = 0; x < 12; x++)
                {
                    for(int y = 0; y < 90; y++)
                    {
                        for(int z = 0; z < 12; z++)
                        {
                            instanced.Transformations.Add(new TransformationManager(new Vector3(x * 5, y + 300, z * 5), Quaternion.Identity, 1.5f));
                            bts.Add(new Vector4(x * 5, y + 300, z * 5, 1));
                            bts2.Add(new Vector4(0, 0, 0, 1));
                        }
                    }
                }

                SBuffer.MapData(bts.ToArray());
                VBuffer.MapData(bts2.ToArray());
                instanced.UpdateMatrix();
                GLThread.OnBeforeDraw += (o, e) =>
                {
                    cshader.Use();
                    instanced.ModelMatricesBuffer.Use(0);
                    SBuffer.Use(1);
                    VBuffer.Use(2);
                    PBuffer.Use(3);
                    cshader.SetUniform("BallsCount", instances);
                    cshader.SetUniform("PathPointsCount", bts3.Count);
                    cshader.SetUniform("Time", (float)(DateTime.Now - GLThread.StartTime).TotalMilliseconds / 1000);
                    cshader.Dispatch(12, 90, 12);
                };
            });
            Add(instanced);
        }
Exemplo n.º 2
0
 public void Use()
 {
     if(!Compiled)
         Compile();
     GL.UseProgram(Handle);
     Current = this;
 }
Exemplo n.º 3
0
 public static FreeCamera SetUpFreeCamera()
 {
     CameraSavedViews = new Dictionary<int, TransformationManager>();
     float aspect = Game.Resolution.Height > Game.Resolution.Width ? Game.Resolution.Height / Game.Resolution.Width : Game.Resolution.Width / Game.Resolution.Height;
     var freeCamera = new FreeCamera((float)Game.Resolution.Width / (float)Game.Resolution.Height, MathHelper.PiOver3 / 1);
     FreeCam = freeCamera;
     PickingResult = new ShaderStorageBuffer();
     MousePicker = new ComputeShader("MousePicker.compute.glsl");
     return freeCamera;
 }
Exemplo n.º 4
0
        public PostProcessing(int initialWidth, int initialHeight)
        {
            //FullScene3DTexture = new Texture3D(new Vector3(64, 64, 64));
            TestBuffer = new ShaderStorageBuffer();
            NumbersTexture = new Texture(Media.Get("numbers.png"));
            CShader = new ComputeShader("Blur.compute.glsl");
            GLThread.Invoke(() =>
            {
                TestBuffer.MapData(new Vector3[4]{
                    new Vector3(1, 0.25f, 1), new Vector3(0, 0.55f, 0.75f),
                    new Vector3(1, 0.25f, 0), new Vector3(0.55f, 0, 0.75f)
                });

            });
            Width = initialWidth;
            Height = initialHeight;
            MSAAResolvingFrameBuffer = new Framebuffer(initialWidth, initialHeight);
            MSAAResolvingFrameBuffer.SetMultiSample(true);

            MRT = new MRTFramebuffer(initialWidth, initialHeight);
            BackMRT = new MRTFramebuffer(initialWidth / 4, initialHeight / 4);

            Pass1FrameBuffer = new Framebuffer(initialWidth, initialHeight);
            Pass2FrameBuffer = new Framebuffer(initialWidth, initialHeight);

            LightPointsFrameBuffer = new Framebuffer(initialWidth / 6, initialHeight / 6);
            BloomFrameBuffer = new Framebuffer(initialWidth / 4, initialHeight / 4);
            FogFramebuffer = new Framebuffer(initialWidth, initialHeight);
            SmallFrameBuffer = new Framebuffer(initialWidth / 10, initialHeight / 10);
            LastWorldPositionFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);
            RSMFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);
            SSReflectionsFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);
            VDAOFramebuffer = new Framebuffer(initialWidth / 1, initialHeight / 1);

            GlobalIlluminationFrameBuffer = new Framebuffer(initialWidth, initialHeight);
            //GlobalIlluminationFrameBuffer.ColorInternalFormat = PixelInternalFormat.R8;
            //GlobalIlluminationFrameBuffer.ColorPixelFormat = PixelFormat.Red;
            //GlobalIlluminationFrameBuffer.ColorPixelType = PixelType.UnsignedByte;
            GlobalIlluminationFrameBuffer.Use();
            //BackDiffuseFrameBuffer = new Framebuffer(initialWidth / 2, initialHeight  / 2);
            //BackNormalsFrameBuffer = new Framebuffer(initialWidth / 2, initialHeight / 2);

            ScreenSpaceNormalsWriterShader = ShaderProgram.Compile("Generic.vertex.glsl", "ScreenSpaceNormalsWriter.fragment.glsl");
            BackDepthWriterShader = ShaderProgram.Compile("Generic.vertex.glsl", "BackDepthWriter.fragment.glsl");

            BloomShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Bloom.fragment.glsl");
            MSAAShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "MSAA.fragment.glsl");
            SSAOShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "SSAO.fragment.glsl");
            FogShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Fog.fragment.glsl");
            LightPointsShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "LightPoints.fragment.glsl");
            LensBlurShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "LensBlur.fragment.glsl");
            HDRShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "HDR.fragment.glsl");
            BlitShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Blit.fragment.glsl");
            DeferredShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Deferred.fragment.glsl");
            CombinerShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Combiner.fragment.glsl");
            PathTracerOutputShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Output.fragment.glsl");
            GlobalIlluminationShaderX = ShaderProgram.Compile("PostProcess.vertex.glsl", "GlobalIllumination.fragment.glsl");
            GlobalIlluminationShaderX.SetGlobal("SEED", "gl_FragCoord.x");
            GlobalIlluminationShaderY = ShaderProgram.Compile("PostProcess.vertex.glsl", "GlobalIllumination.fragment.glsl");
            GlobalIlluminationShaderY.SetGlobal("SEED", "gl_FragCoord.y");
            RSMShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "RSM.fragment.glsl");
            SSReflectionsShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "SSReflections.fragment.glsl");
            VDAOShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "VDAO.fragment.glsl");
            //ReflectShader = ShaderProgram.Compile(Media.ReadAllText("PostProcess.vertex.glsl"), Media.ReadAllText("Reflect.fragment.glsl"));

            Object3dInfo postPlane3dInfo = new Object3dInfo(postProcessingPlaneVertices, postProcessingPlaneIndices);
            PostProcessingMesh = new Mesh3d(postPlane3dInfo, new GenericMaterial(Color.Pink));
        }
Exemplo n.º 5
0
        public Voxel3dTextureWriter(int gridsizeX, int gridsizeY, int gridsizeZ, Vector3 boxsize, Vector3 staticPosition)
        {
            GridSizeX             = gridsizeX;
            GridSizeY             = gridsizeY;
            GridSizeZ             = gridsizeZ;
            MapPosition           = staticPosition;
            BoxSize               = boxsize;
            TextureResolverShader = new ComputeShader("Texture3DResolve.compute.glsl");
            //TextureResolverNormalShader = new ComputeShader("Texture3DResolveNormal.compute.glsl");
            TextureMipmapShader = new ComputeShader("Texture3DMipmap.compute.glsl");

            TextureRed   = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);
            TextureGreen = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);
            TextureBlue  = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);

            /*
             * TextureNormalX = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.R32i,
             *  ColorPixelFormat = PixelFormat.RedInteger,
             *  ColorPixelType = PixelType.Int
             * };
             * TextureNormalY = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.R32i,
             *  ColorPixelFormat = PixelFormat.RedInteger,
             *  ColorPixelType = PixelType.Int
             * };
             * TextureNormalZ = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.R32i,
             *  ColorPixelFormat = PixelFormat.RedInteger,
             *  ColorPixelType = PixelType.Int
             * };
             * TextureNormalResolved = new Texture3D(gridsize, gridsize, gridsize)
             * {
             *  ColorInternalFormat = PixelInternalFormat.Rgba16f,
             *  ColorPixelFormat = PixelFormat.Rgba,
             *  ColorPixelType = PixelType.HalfFloat
             * };
             */
            TextureCount = new Texture3D(gridsizeX, gridsizeY, gridsizeZ);

            /*
             * TEXTURE LAYOUT:
             * 1 - Initial - RES / 1 - 256
             * 2 - Blurred 2 PX 1 res / 2 128
             * 3 - Blurred 2 PX 2 res / 2 64
             * 4 - Blurred 2 PX 3 res / 2 32
             */

            TextureResolvedMipMaps = new List <Texture3D>();
            int szx = gridsizeX;
            int szy = gridsizeY;
            int szz = gridsizeZ;

            //while(szx > 8 && szy > 8 && szz > 8)
            for (int i = 0; i < 4; i++)
            {
                TextureResolvedMipMaps.Add(new Texture3D(szx, szy, szz)
                {
                    ColorInternalFormat = PixelInternalFormat.Rgba16f,
                    ColorPixelFormat    = PixelFormat.Rgba,
                    ColorPixelType      = PixelType.HalfFloat
                });
                szx = szx / 2;
                szy = szy / 2;
                szz = szz / 2;
            }

            FBO = new Framebuffer(512, 512, true)
            {
            };

            XForward = Matrix4.LookAt(Vector3.Zero, Vector3.UnitX, Vector3.UnitY).ExtractRotation();
            YForward = Matrix4.LookAt(Vector3.Zero, Vector3.UnitY, Vector3.UnitZ).ExtractRotation();
            ZForward = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY).ExtractRotation();

            Vector3 boxhalf = boxsize * 0.5f;


            RenderingCameraX = new Camera();
            RenderingCameraX.UpdatePerspectiveOrtho(-boxhalf.X, boxhalf.X, -boxhalf.Y, boxhalf.Y, boxhalf.Z, -boxhalf.Z);
            RenderingCameraX.SetOrientation(XForward);
            RenderingCameraX.SetPosition(MapPosition);
            RenderingCameraX.Update();

            RenderingCameraY = new Camera();
            RenderingCameraY.UpdatePerspectiveOrtho(-boxhalf.X, boxhalf.X, -boxhalf.Z, boxhalf.Z, boxhalf.Y, -boxhalf.Y);
            RenderingCameraY.SetOrientation(YForward);
            RenderingCameraY.SetPosition(MapPosition);
            RenderingCameraY.Update();

            RenderingCameraZ = new Camera();
            RenderingCameraZ.UpdatePerspectiveOrtho(-boxhalf.X, boxhalf.X, -boxhalf.Y, boxhalf.Y, boxhalf.Z, -boxhalf.Z);
            RenderingCameraZ.SetOrientation(ZForward);
            RenderingCameraZ.SetPosition(MapPosition);
            RenderingCameraZ.Update();

            Shader = new ShaderPool.ShaderPack("Voxel3dTextureWriter.fragment.glsl");
        }