Exemplo n.º 1
0
            public ShaderPack(string fs = null)
            {
                ProgramsList = new ShaderProgram[4];
                if (Program == null)
                {
                    Program = ShaderProgram.Compile("Generic.vertex.glsl",
                                                    fs);
                }
                if (TesselatedProgram == null)
                {
                    TesselatedProgram = ShaderProgram.Compile("Generic.vertex.glsl",
                                                              fs, null, "Generic.tesscontrol.glsl", "Generic.tesseval.glsl");
                }
                if (Geometry1iTriangles == null)
                {
                    Geometry1iTriangles = ShaderProgram.Compile("Generic.vertex.glsl",
                                                                fs, "Generic.geometry1iTriangles.geometry.glsl");
                }
                if (Geometry96iTriangles == null)
                {
                    Geometry96iTriangles = ShaderProgram.Compile("Generic.vertex.glsl",
                                                                 fs, "Generic.geometry96iTriangles.geometry.glsl");
                }

                ProgramsList[0] = Program;
                ProgramsList[1] = TesselatedProgram;
                ProgramsList[2] = Geometry1iTriangles;
                ProgramsList[3] = Geometry96iTriangles;
            }
Exemplo n.º 2
0
 public PassiveVoxelizer()
 {
     VoxelizerShader    = ShaderProgram.Compile("Voxelizer.vertex.glsl", "Voxelizer.fragment.glsl");
     BoxesSSBO          = new ShaderStorageBuffer();
     DrawingFramebuffer = new Framebuffer(256, 256, false)
     {
         ColorOnly           = true,
         ColorInternalFormat = PixelInternalFormat.R8,
         ColorPixelType      = PixelType.Byte,
         ColorPixelFormat    = PixelFormat.Red
     };
 }
Exemplo n.º 3
0
        public Renderer(int initialWidth, int initialHeight, int samples)
        {
            GlareTexture = new Texture(Media.Get("glaretex.png"));

            Voxelizer = new Voxel3dTextureWriter(256, 256, 256, new Vector3(22, 22, 22), new Vector3(0, 8, 0));

            CubeMapSphere = new Object3dInfo(Object3dManager.LoadFromObjSingle(Media.Get("cubemapsphere.obj")).Vertices);

            var cubeMapTexDefault = new CubeMapTexture(Media.Get("posx.jpg"), Media.Get("posy.jpg"), Media.Get("posz.jpg"),
                                                       Media.Get("negx.jpg"), Media.Get("negy.jpg"), Media.Get("negz.jpg"));

            CubeMaps.Add(new CubeMapInfo()
            {
                Texture      = cubeMapTexDefault,
                FalloffScale = 99999999.0f,
                Position     = Vector3.Zero
            });

            Width  = initialWidth;
            Height = initialHeight;


            Samples = samples;

            CreateBuffers();

            HDRShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "HDR.fragment.glsl");
            HDRShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                HDRShader.SetGlobal("USE_MSAA", "");
            }

            VXGIShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "VXGI.fragment.glsl");
            VXGIShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                VXGIShader.SetGlobal("USE_MSAA", "");
            }

            AmbientOcclusionShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "AmbientOcclusion.fragment.glsl");
            AmbientOcclusionShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                AmbientOcclusionShader.SetGlobal("USE_MSAA", "");
            }

            FogShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Fog.fragment.glsl");
            FogShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                FogShader.SetGlobal("USE_MSAA", "");
            }

            DeferredShader = ShaderProgram.Compile("PostProcessPerspective.vertex.glsl", "Deferred.fragment.glsl");
            DeferredShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                DeferredShader.SetGlobal("USE_MSAA", "");
            }

            EnvLightShader = ShaderProgram.Compile("PostProcessPerspective.vertex.glsl", "EnvironmentLight.fragment.glsl");
            EnvLightShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                EnvLightShader.SetGlobal("USE_MSAA", "");
            }

            CombinerShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Combiner.fragment.glsl");
            CombinerShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                CombinerShader.SetGlobal("USE_MSAA", "");
            }

            CombinerSecondShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "CombinerSecond.fragment.glsl");
            CombinerSecondShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                CombinerSecondShader.SetGlobal("USE_MSAA", "");
            }

            MotionBlurShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "MotionBlur.fragment.glsl");
            MotionBlurShader.SetGlobal("MSAA_SAMPLES", samples.ToString());
            if (samples > 1)
            {
                MotionBlurShader.SetGlobal("USE_MSAA", "");
            }

            BloomShader = ShaderProgram.Compile("PostProcess.vertex.glsl", "Bloom.fragment.glsl");

            PostProcessingMesh          = new Object3dInfo(VertexInfo.FromFloatArray(postProcessingPlaneVertices));
            PostProcessingMesh.DrawMode = PrimitiveType.TriangleStrip;
        }