public void Load(ContentManager contentManager) { _contentManager = new ThreadSafeContentManager(contentManager.ServiceProvider) { RootDirectory = "Content" }; rollTexture2D = _contentManager.Load <Texture2D>("Graphical User Interface/ring"); skyboxCube = _contentManager.Load <TextureCube>("ShaderModules/Skybox/skyboxCubemap"); fresnelMap = _contentManager.Load <Texture>("ShaderModules/AnimatedModelShader/fresnel2"); model = _contentManager.Load <Model>("ShaderModules/Skybox/isosphere" /*"ShaderModules/AnimatedModelShader/cube"*/); _skyboxRenderModule = new SkyboxRenderModule(); _skyboxRenderModule.Load(_contentManager, "ShaderModules/Skybox/skybox", "ShaderModules/Skybox/isosphere"); _skyboxRenderModule.SetSkybox(skyboxCube); _animatedModelShader = new AnimatedModelShader(); _animatedModelShader.Load(_contentManager, "ShaderModules/AnimatedModelShader/AnimatedModelShader"); _animatedModelShader.EnvironmentMap = skyboxCube; _animatedModelShader.FresnelMap = fresnelMap; int test = 1024; int level = 7; int outp = test >> level; _ambientOcclusionShader = new AmbientOcclusionShader(); _ambientOcclusionShader.Load(_contentManager, "ShaderModules/AmbientOcclusionShader/AmbientOcclusionShader"); }
private void AmbientOcclusion() { AmbientOcclusionShader.Use(); AmbientOcclusionFramebuffer.Use(); DrawPPMesh(); Game.CheckErrors("AO pass"); }
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; }