Пример #1
0
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public static SimpleComputeNode Create()
        {
            var model = new SimpleCompute();
            RenderMethodBuilder reset, compute, render;
            {
                var cs       = new CSharpGL.ComputeShader(resetCompute);
                var map      = new AttributeMap();
                var provider = new ShaderArray(cs);
                reset = new RenderMethodBuilder(provider, map);
            }
            {
                var cs       = new CSharpGL.ComputeShader(computeShader);
                var map      = new AttributeMap();
                var provider = new ShaderArray(cs);
                compute = new RenderMethodBuilder(provider, map);
            }
            {
                var vs       = new VertexShader(renderVert);
                var fs       = new FragmentShader(renderFrag);
                var provider = new ShaderArray(vs, fs);
                var map      = new AttributeMap();
                map.Add("position", SimpleCompute.strPosition);
                render = new RenderMethodBuilder(provider, map);
            }

            var node = new SimpleComputeNode(model, reset, compute, render);

            node.Initialize();

            return(node);
        }
Пример #2
0
        public PeelingNode(vec3 size, params SceneNodeBase[] children)
        {
            this.ModelSize = size;

            this.query = new Query();
            this.Children.AddRange(children);
            {
                var cs       = new CSharpGL.ComputeShader(Shaders.engraveXComp);
                var provider = new ShaderArray(cs);
                this.engraveXComp = provider.GetShaderProgram();
            }
            {
                var cs       = new CSharpGL.ComputeShader(Shaders.engraveYComp);
                var provider = new ShaderArray(cs);
                this.engraveYComp = provider.GetShaderProgram();
            }
            {
                var cs       = new CSharpGL.ComputeShader(Shaders.engraveZComp);
                var provider = new ShaderArray(cs);
                this.engraveZComp = provider.GetShaderProgram();
            }
            {
                var data = new uint[Width * Height * Depth];
                this.outBuffer = data.GenVertexBuffer(VBOConfig.UInt, BufferUsage.DynamicCopy);
            }
            {
                this.InitializePeelingResource(vWidth, vHeight);
            }
        }
Пример #3
0
        public static EdgeDetectNode Create()
        {
            RenderMethodBuilder compute, render;
            {
                var cs       = new CSharpGL.ComputeShader(computeShader);
                var provider = new ShaderArray(cs);
                var map      = new AttributeMap();
                compute = new RenderMethodBuilder(provider, map);
            }
            {
                var vs       = new VertexShader(vertexCode);
                var fs       = new FragmentShader(fragmentCode);
                var provider = new ShaderArray(vs, fs);
                var map      = new AttributeMap();
                map.Add(inPosition, RectangleModel.strPosition);
                map.Add(inUV, RectangleModel.strUV);
                render = new RenderMethodBuilder(provider, map);
            }

            var node = new EdgeDetectNode(new RectangleModel(), RectangleModel.strPosition, compute, render);

            node.Initialize();

            return(node);
        }
Пример #4
0
        public static ComputeShaderNode Create()
        {
            var list = new List <Config>();

            list.Add(new Config(1, height, 0));             // fuzzy
            list.Add(new Config(1, height, 1));             // inverseColor
            list.Add(new Config(width / 8, height / 8, 2)); // mosaic

            RenderMethodBuilder fuzzy, inverseColor, mosaic, render;
            {
                var cs       = new CSharpGL.ComputeShader(fuzzyComp);
                var provider = new ShaderArray(cs);
                var map      = new AttributeMap();
                fuzzy = new RenderMethodBuilder(provider, map);
            }
            {
                var cs       = new CSharpGL.ComputeShader(inverseColorComp);
                var provider = new ShaderArray(cs);
                var map      = new AttributeMap();
                inverseColor = new RenderMethodBuilder(provider, map);
            }
            {
                var cs       = new CSharpGL.ComputeShader(mosaicComp);
                var provider = new ShaderArray(cs);
                var map      = new AttributeMap();
                mosaic = new RenderMethodBuilder(provider, map);
            }
            {
                var vs       = new VertexShader(vertexCode);
                var fs       = new FragmentShader(fragmentCode);
                var provider = new ShaderArray(vs, fs);
                var map      = new AttributeMap();
                map.Add(inPosition, RectangleModel.strPosition);
                map.Add(inUV, RectangleModel.strUV);
                render = new RenderMethodBuilder(provider, map);
            }

            var node = new ComputeShaderNode(list.ToArray(), new RectangleModel(), RectangleModel.strPosition, fuzzy, inverseColor, mosaic, render);

            node.Initialize();

            return(node);
        }