public Matrix4 MapSingle(ShadowMapQuality quality, TransformationManager transformation, float angle, float cutoff) { Camera last = Camera.Current; SingleCamera.UpdatePerspective(1, angle, 0.01f, cutoff); SingleCamera.Transformation = transformation; SingleCamera.Update(); SingleCamera.Transformation.ClearModifiedFlag(); Camera.Current = SingleCamera; if (quality == ShadowMapQuality.High) { SpotHighQuality.Use(); } if (quality == ShadowMapQuality.Medium) { SpotMediumQuality.Use(); } if (quality == ShadowMapQuality.Low) { SpotLowQuality.Use(); } RenderWorld(); Camera.Current = last; return(SingleCamera.GetVPMatrix()); }
private void Bloom() { BloomYPass.Use(); BloomXPass.Use(); BlitFramebuffers(CombinerFramebuffer, BloomYPass, BlitMode.Color); // here Y has deferred data, X is empty BloomShader.Use(); SetUniformsShared(); BloomShader.SetUniform("Pass", 0); BloomYPass.UseTexture(11); BloomXPass.Use(); PostProcessingMesh.Draw(); // here Y has deferred data, X has 1 pass result BloomYPass.Use(); // here Y is empty, x has 1 pass BloomShader.SetUniform("Pass", 1); BloomXPass.UseTexture(11); PostProcessingMesh.Draw(); // here y has 2 pass data }
public void RenderToFramebuffer(Framebuffer framebuffer) { if (Camera.Current == null) { return; } Width = framebuffer.Width; Height = framebuffer.Height; RenderPrepareToBlit(); framebuffer.Use(false, false); GL.Viewport(0, 0, framebuffer.Width, framebuffer.Height); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); HDR(); }
public void RenderToFramebuffer(Framebuffer framebuffer) { if(Camera.Current == null) return; Game.World.Scene.RecreateSimpleLightsSSBO(); Width = framebuffer.Width; Height = framebuffer.Height; RenderPrepareToBlit(); framebuffer.Use(false, false); GL.Viewport(0, 0, framebuffer.Width, framebuffer.Height); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); HDR(); }
private void SwitchToFB(Framebuffer buffer) { buffer.Use(); }
private void SwitchToFB(Framebuffer buffer) { buffer.Use(); }
private void SwitchToFB(Framebuffer buffer) { buffer.Use(); if(buffer == Pass1FrameBuffer || buffer == Pass2FrameBuffer) { LastFrameBuffer.UseTexture(0); LastFrameBuffer = buffer; } }
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)); }
public List <Voxel> Voxelize(Object3dManager objinfo, int gridSize) { List <Voxel> voxels = new List <Voxel>(); List <byte> bytes = new List <byte>(); var dv3 = new Vector3(gridSize, gridSize, gridSize); for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { for (int z = 0; z < gridSize; z++) { var voxel = new Voxel(); voxel.Minimum = (Vector3.Divide(new Vector3(x, y, z), (float)gridSize) - new Vector3(0.5f)) * 2.0f; voxel.Maximum = (Vector3.Divide(new Vector3(x + 1, y + 1, z + 1), (float)gridSize) - new Vector3(0.5f)) * 2.0f; voxels.Add(voxel); bytes.AddRange(BitConverter.GetBytes((uint)0)); bytes.AddRange(BitConverter.GetBytes((int)0)); bytes.AddRange(BitConverter.GetBytes((int)0)); bytes.AddRange(BitConverter.GetBytes((int)0)); } } } BoxesSSBO.MapData(bytes.ToArray()); // yay Vector3 transFromCenter = objinfo.GetAverageTranslationFromZero(); objinfo.OriginToCenter(); float divisor = objinfo.GetNormalizeDivisor(); var v3aabb = objinfo.GetAxisAlignedBox(); //objinfo.Normalize(); objinfo.AxisDivide(v3aabb); DrawingFramebuffer.Use(); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); GL.ColorMask(true, false, false, false); VoxelizerShader.Use(); //VoxelizerShader.SetUniform("NormalizationDivisor", 1.0f / divisor); // VoxelizerShader.SetUniform("CenterToZero", transFromCenter); BoxesSSBO.Use(9); var ob3d = new Object3dInfo(objinfo.Vertices); VoxelizerShader.SetUniform("Grid", gridSize); VoxelizerShader.SetUniform("Pass", 0); ob3d.Draw();/* * VoxelizerShader.SetUniform("Pass", 1); * ob3d.Draw(); * VoxelizerShader.SetUniform("Pass", 2); * ob3d.Draw();*/ GL.MemoryBarrier(MemoryBarrierFlags.ShaderStorageBarrierBit); var resultBytes = BoxesSSBO.Read(0, bytes.Count); int cursor = 0; int i = 0; var newVoxels = new List <Voxel>(); for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { for (int z = 0; z < gridSize; z++) { uint hit = BitConverter.ToUInt32(resultBytes, cursor); int nrx = BitConverter.ToInt32(resultBytes, cursor + 4); int nry = BitConverter.ToInt32(resultBytes, cursor + 8); int nrz = BitConverter.ToInt32(resultBytes, cursor + 12); cursor += 4 * 4; if (hit > 0) { float fnrx = (float)nrx / (float)hit; float fnry = (float)nry / (float)hit; float fnrz = (float)nrz / (float)hit; if (hit > 65536) { hit = 65536; } float dens = (float)hit / (float)65536; voxels[i].Maximum *= v3aabb; voxels[i].Minimum *= v3aabb; voxels[i].Maximum += transFromCenter; voxels[i].Minimum += transFromCenter; voxels[i].Density = dens; voxels[i].Normal = new Vector3(fnrx / 128.0f, fnry / 128.0f, fnrz / 128.0f); newVoxels.Add(voxels[i]); } i++; } } } GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); GL.ColorMask(true, true, true, true); return(newVoxels); }
public void Map() { var lastCamera = Camera.Current; var lights = Game.World.Scene.GetLights(); var light = lights[0]; for (int i = 0; i < Shader.ProgramsList.Length; i++) { var s = Shader.ProgramsList[i]; if (!s.Compiled) { continue; } s.Use(); s.SetUniform("GridSizeX", GridSizeX); s.SetUniform("GridSizeY", GridSizeY); s.SetUniform("GridSizeZ", GridSizeZ); s.SetUniform("BoxSize", BoxSize); s.SetUniform("MapPosition", -MapPosition); light.SetUniforms(); light.BindShadowMap(20, 21); SetUniforms(); BindTexture(TextureUnit.Texture25); } TextureRed.Clear(); TextureGreen.Clear(); TextureBlue.Clear(); TextureCount.Clear(); //TextureResolved.Clear(); FBO.Use(); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); TextureRed.BindImageUnit(6, TextureAccess.ReadWrite, SizedInternalFormat.R32ui); TextureGreen.BindImageUnit(1, TextureAccess.ReadWrite, SizedInternalFormat.R32ui); TextureBlue.BindImageUnit(2, TextureAccess.ReadWrite, SizedInternalFormat.R32ui); TextureCount.BindImageUnit(3, TextureAccess.ReadWrite, SizedInternalFormat.R32ui); /* * TextureNormalX.BindImageUnit(7, TextureAccess.ReadWrite, SizedInternalFormat.R32i); * TextureNormalY.BindImageUnit(8, TextureAccess.ReadWrite, SizedInternalFormat.R32i); * TextureNormalZ.BindImageUnit(9, TextureAccess.ReadWrite, SizedInternalFormat.R32i); */ // Camera.Current = RenderingCameraX; // RenderWorld(); Camera.Current = RenderingCameraX; RenderingCameraX.SetOrientation(XForward); RenderingCameraX.Update(); RenderingCameraX.Transformation.ClearModifiedFlag(); RenderWorld(); Camera.Current = RenderingCameraY; RenderingCameraY.SetOrientation(YForward); RenderingCameraY.Update(); RenderingCameraY.Transformation.ClearModifiedFlag(); RenderWorld(); Camera.Current = RenderingCameraZ; RenderingCameraZ.SetOrientation(ZForward); RenderingCameraZ.Update(); RenderingCameraZ.Transformation.ClearModifiedFlag(); RenderWorld(); // Camera.Current = RenderingCameraZ; // RenderWorld(); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit); TextureResolvedMipMaps[0].BindImageUnit(4, TextureAccess.WriteOnly, SizedInternalFormat.Rgba16f); TextureRed.Use(TextureUnit.Texture0); TextureGreen.Use(TextureUnit.Texture1); TextureBlue.Use(TextureUnit.Texture2); TextureCount.Use(TextureUnit.Texture3); TextureResolverShader.Use(); TextureResolverShader.Dispatch(GridSizeX / 16, GridSizeY / 8, GridSizeZ / 8); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit); /* * TextureNormalX.Use(TextureUnit.Texture0); * TextureNormalY.Use(TextureUnit.Texture1); * TextureNormalZ.Use(TextureUnit.Texture2); * TextureCount.Use(TextureUnit.Texture3); * TextureNormalResolved.BindImageUnit(10, TextureAccess.ReadWrite, SizedInternalFormat.Rgba16f); * * TextureResolverNormalShader.Use(); * TextureResolverNormalShader.Dispatch(GridSize / 16, GridSize / 8, GridSize / 8); */ TextureMipmapShader.Use(); for (int i = 0; i < TextureResolvedMipMaps.Count - 1; i++) { TextureResolvedMipMaps[i].Use(TextureUnit.Texture0); TextureResolvedMipMaps[i + 1].BindImageUnit(4, TextureAccess.WriteOnly, SizedInternalFormat.Rgba16f); TextureMipmapShader.Dispatch(TextureResolvedMipMaps[i + 1].SizeX / 8, TextureResolvedMipMaps[i + 1].SizeY / 8, TextureResolvedMipMaps[i + 1].SizeZ / 8); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit); } Camera.Current = lastCamera; }