Пример #1
0
        private void dilateVelocity(fx_Quad quad, fx_Special special, Texture velocity_texture)
        {
            int blur_amount = 150;


            _pDilate.bind();
            GL.Uniform1(_pDilate.getUniform("blur_amount"), blur_amount);
            GL.Uniform2(_pDilate.getUniform("texture_size"), _tVelocity_1.dimensions.Xy);

            int fragmentation = 2;

            //------------------------------------------------------
            // Horizontal
            //------------------------------------------------------
            GL.Uniform1(_pDilate.getUniform("direction_selector"), 0);
            velocity_texture.bind(_pDilate.getSamplerUniform(0), 0);
            _tVelocity_2.bindImageUnit(_pDilate.getSamplerUniform(1), 1, TextureAccess.WriteOnly);

            GL.DispatchCompute((int)_tVelocity_1.dimensions.Y, fragmentation, 1);

            GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);


            //------------------------------------------------------
            // Vertical
            //------------------------------------------------------
            GL.Uniform1(_pDilate.getUniform("direction_selector"), 1);
            _tVelocity_2.bind(_pDilate.getSamplerUniform(0), 0);
            _tVelocity_1.bindImageUnit(_pDilate.getSamplerUniform(1), 1, TextureAccess.WriteOnly);

            GL.DispatchCompute((int)_tVelocity_1.dimensions.X, fragmentation, 1);

            GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
        }
Пример #2
0
        public void rayTracing(fx_Quad quad, SpatialData camera_spatial)
        {
            if (!(_debug_display_voxels && _enabled))
            {
                return;
            }

            mipMap();

            GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
            GL.Clear(ClearBufferMask.ColorBufferBit);

            GL.Viewport(0, 0, _resolution.W, _resolution.H);


            _pRayTrace.bind();

            GL.Uniform1(_pRayTrace.getUniform("vx_volume_dimensions"), _vx_volume_dimensions);

            Vector3 vx_position_snapped   = -voxelSnap(camera_spatial.position);
            Matrix4 voxel_volume_position = Matrix4.CreateTranslation(vx_position_snapped);

            Matrix4 invMVP = Matrix4.Invert(_vx_shift_matrix * voxel_volume_position * camera_spatial.model_view * camera_spatial.perspective);

            GL.UniformMatrix4(_pRayTrace.getUniform("vx_inv_view_perspective"), false, ref invMVP);

            GL.Uniform1(_pRayTrace.getUniform("displayMipLevel"), _debug_display_voxels_mip_level);


            _tVoxelVolume.bind(_pRayTrace.getSamplerUniform(0), 0);


            quad.renderFullQuad();
        }
        //------------------------------------------------------
        // Render
        //------------------------------------------------------

        public void render(
            fx_Quad quad,
            Texture normal_texture,
            Texture diffuse_texture,
            Texture specular_texture,
            Vector3 sun_position,
            Texture shadowDepthTexture)
        {
            //------------------------------------------------------
            // Render Atmoshpere
            //------------------------------------------------------

            _fAtmosphere.bind(DrawBuffersEnum.ColorAttachment0);

            GL.Viewport(0, 0, _resolution.W, _resolution.H);
            _pAtmoshpere.bind();

            _tTransmittance.bind(_pAtmoshpere.getUniform("transmittanceSampler"), 0);
            _tIrradiance.bind(_pAtmoshpere.getUniform("irradianceSampler"), 1);
            _tInscatter.bind(_pAtmoshpere.getUniform("inscatterSampler"), 2);

            normal_texture.bind(_pAtmoshpere.getSamplerUniform(0), 3);
            diffuse_texture.bind(_pAtmoshpere.getSamplerUniform(1), 4);
            specular_texture.bind(_pAtmoshpere.getSamplerUniform(2), 5);
            shadowDepthTexture.bind(_pAtmoshpere.getSamplerUniform(3), 6);

            sun_position = Vector3.Normalize(sun_position);
            GL.Uniform3(_pAtmoshpere.getUniform("sun_position"), sun_position);

            quad.renderFullQuad();
        }
Пример #4
0
        //------------------------------------------------------
        // Depth Of Field
        //------------------------------------------------------
        private void genDOF(fx_Quad quad, Texture depth_texture)
        {
            _pDOF_Blur.bind();
            GL.Uniform1(_pDOF_Blur.getUniform("max_blur"), _max_blur);


            GL.Uniform2(_pDOF_Blur.getUniform("texture_size"), _tDOF_Scene.dimensions.Xy);
            _tCOC_Final.bind(_pDOF_Blur.getSamplerUniform(2), 2);

            int fragmentation = 2;

            //------------------------------------------------------
            // Horizontal
            //------------------------------------------------------
            GL.Uniform1(_pDOF_Blur.getUniform("direction_selector"), 0);
            _tDOF_Scene.bind(_pDOF_Blur.getSamplerUniform(0), 0);
            _tDOF_Scene_2.bindImageUnit(_pDOF_Blur.getSamplerUniform(1), 1, TextureAccess.WriteOnly);

            GL.DispatchCompute((int)_tDOF_Scene.dimensions.Y, fragmentation, 1);

            GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);

            //------------------------------------------------------
            // Vertical
            //------------------------------------------------------
            GL.Uniform1(_pDOF_Blur.getUniform("direction_selector"), 1);
            _tDOF_Scene_2.bind(_pDOF_Blur.getSamplerUniform(0), 0);
            _tDOF_Scene.bindImageUnit(_pDOF_Blur.getSamplerUniform(1), 1, TextureAccess.WriteOnly);

            GL.DispatchCompute((int)_tDOF_Scene.dimensions.X, fragmentation, 1);

            GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
        }
Пример #5
0
        private void motionBlur(fx_Quad quad, FrameBuffer scene_fbo, Texture scene_texture, Texture depth_texture, float fps)
        {
            GL.Viewport(0, 0, _tFinal.width, _tFinal.height);

            _pBlur.bind();


            GL.Uniform1(_pBlur.getUniform("fps_scaler"), fps);


            // Velocity Texture
            _tVelocity_1.bind(_pBlur.getSamplerUniform(1), 1);

            // Depth Texture
            depth_texture.bind(_pBlur.getSamplerUniform(2), 2);


            //------------------------------------------------------
            // Pass 1
            //------------------------------------------------------
            _fFullResolution.bind(DrawBuffersEnum.ColorAttachment0);

            // Source Texture
            scene_texture.bind(_pBlur.getSamplerUniform(0), 0);

            quad.render();


            //------------------------------------------------------
            // Pass 2
            //------------------------------------------------------
            scene_fbo.bind(DrawBuffersEnum.ColorAttachment0);

            // Source Texture
            _tFinal.bind(_pBlur.getSamplerUniform(0), 0);

            quad.render();


            ////------------------------------------------------------
            //// Pass 3
            ////------------------------------------------------------
            //_fMotionBlur.bind(DrawBuffersEnum.ColorAttachment0);

            //// Source Texture
            //scene_texture.bind(_pBlur.getSamplerUniform(0), 0);

            //quad.render();


            ////------------------------------------------------------
            //// Pass 4
            ////------------------------------------------------------
            //scene_fbo.bind(DrawBuffersEnum.ColorAttachment0);

            //// Source Texture
            //_tFinal.bind(_pBlur.getSamplerUniform(0), 0);

            //quad.render();
        }
Пример #6
0
        private void blur_Gauss(
            fx_Quad quad,
            int blur_amount,
            Vector2 horizontal_mod, Vector2 vertical_mod,
            Texture texture_to_blur, FrameBuffer texture_frame_buffer, DrawBuffersEnum attachement,
            float destination_scale = 1)
        {
            _pBlur_Gauss.bind();


            GL.Uniform1(_pBlur_Gauss.getUniform("blur_amount"), blur_amount);


            Vector2 texture_to_blur_size = new Vector2(texture_to_blur.width, texture_to_blur.height) * destination_scale;

            Vector2 horizontal_texture_size = new Vector2(1.0f / texture_to_blur_size.X, 1.0f / texture_to_blur_size.Y);
            Vector2 vertical_texture_size   = new Vector2(1.0f / _tSpecial.width, 1.0f / _tSpecial.height);


            //------------------------------------------------------
            // Horizontal
            //------------------------------------------------------
            // Bind special texture and clear it
            clearAndBindSpecialFrameBuffer();
            GL.Viewport(0, 0, (int)texture_to_blur_size.X, (int)texture_to_blur_size.Y);

            GL.Uniform2(_pBlur_Gauss.getUniform("texture_size"), horizontal_mod * horizontal_texture_size);

            // Source
            texture_to_blur.bind(_pBlur_Gauss.getSamplerUniform(0), 0);

            quad.render();


            //------------------------------------------------------
            // Vertical
            //------------------------------------------------------

            // If client supplies framebuffer for desintation, use that. Otherwise attach destination to special framebuffer
            if (texture_frame_buffer.id != _fSpecial.id)
            {
                texture_frame_buffer.bind(attachement);
            }
            else
            {
                bindExternalTexture(texture_to_blur);
            }
            GL.Viewport(0, 0, (int)(_tSpecial.width / destination_scale), (int)(_tSpecial.height / destination_scale));



            GL.Uniform2(_pBlur_Gauss.getUniform("texture_size"), vertical_mod * vertical_texture_size);

            // Source
            _tSpecial.bind(_pBlur_Gauss.getSamplerUniform(0), 0);

            quad.render();
        }
Пример #7
0
        public void render(fx_Quad quad, fx_Special special, Texture scene_texture, FrameBuffer scene_fbo, Matrix4 camera_matrix)
        {
            getBrightSpots(quad, scene_texture);

            genFlare(quad, special);
            genBloom(quad, special);

            blend(quad, scene_fbo, camera_matrix);
        }
Пример #8
0
        //------------------------------------------------------
        // Streak Blur Functions
        //------------------------------------------------------

        public void blur_Streak(
            fx_Quad quad,
            int blur_amount, float streak_angle,
            Texture texture_to_blur,
            float destination_scale = 1)
        {
            blur_Streak(
                quad,
                blur_amount, streak_angle,
                texture_to_blur, _fSpecial, DrawBuffersEnum.ColorAttachment1,
                destination_scale);
        }
Пример #9
0
        public void blur_Streak(
            fx_Quad quad,
            int blur_amount, float streak_angle,
            Texture texture_to_blur, FrameBuffer texture_frame_buffer, DrawBuffersEnum attachement,
            float destination_scale = 1)
        {
            _pBlur_Streak.bind();

            GL.Uniform1(_pBlur_Streak.getUniform("blur_amount"), blur_amount);
            Vector2 rotation_vector = EngineHelper.createRotationVector(streak_angle);


            Vector2 texture_to_blur_size     = new Vector2(texture_to_blur.width, texture_to_blur.height) * destination_scale;
            Vector2 destination_texture_size = new Vector2(1.0f / texture_to_blur_size.X, 1.0f / texture_to_blur_size.Y);
            Vector2 source_texture_size      = new Vector2(1.0f / _tSpecial.width, 1.0f / _tSpecial.height);

            //------------------------------------------------------
            // Iteration 1
            //------------------------------------------------------
            // Bind special texture and clear it
            clearAndBindSpecialFrameBuffer();
            GL.Viewport(0, 0, (int)texture_to_blur_size.X, (int)texture_to_blur_size.Y);


            GL.Uniform2(_pBlur_Streak.getUniform("size_and_direction"), rotation_vector * destination_texture_size);
            GL.Uniform1(_pBlur_Streak.getUniform("iteration"), 0);
            texture_to_blur.bind(_pBlur_Streak.getSamplerUniform(0), 0);

            quad.render();


            //------------------------------------------------------
            // Iteration 2
            //------------------------------------------------------
            // Bind special texture and clear it
            if (texture_frame_buffer.id != _fSpecial.id)
            {
                texture_frame_buffer.bind(attachement);
            }
            else
            {
                bindExternalTexture(texture_to_blur);
            }
            GL.Viewport(0, 0, (int)(_tSpecial.width / destination_scale), (int)(_tSpecial.height / destination_scale));


            GL.Uniform2(_pBlur_Streak.getUniform("size_and_direction"), rotation_vector * source_texture_size);
            GL.Uniform1(_pBlur_Streak.getUniform("iteration"), 1);
            _tSpecial.bind(_pBlur_Streak.getSamplerUniform(0), 0);


            quad.render();
        }
Пример #10
0
 public void blur_Gauss(
     fx_Quad quad,
     int blur_amount,
     Texture texture_to_blur,
     float destination_scale = 1)
 {
     blur_Gauss(
         quad,
         blur_amount,
         new Vector2(1.0f, 0.0f), new Vector2(0.0f, 1.0f),
         texture_to_blur, _fSpecial, DrawBuffersEnum.ColorAttachment1,
         destination_scale);
 }
Пример #11
0
        public void render(fx_Quad quad)
        {
            GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
            GL.Clear(ClearBufferMask.ColorBufferBit);

            GL.Viewport(0, 0, _resolution.W, _resolution.H);

            _pFinalScene.bind();

            _tFinalScene.bind(_pFinalScene.getSamplerUniform(0), 0);

            quad.render();
        }
Пример #12
0
 public void blur_Gauss(
     fx_Quad quad,
     int blur_amount,
     Texture texture_to_blur, FrameBuffer texture_frame_buffer, DrawBuffersEnum attachement,
     float destination_scale = 1)
 {
     blur_Gauss(
         quad,
         blur_amount,
         new Vector2(1.0f, 0.0f), new Vector2(0.0f, 1.0f),
         texture_to_blur, texture_frame_buffer, attachement,
         destination_scale);
 }
Пример #13
0
        private void genBloom(fx_Quad quad, fx_Special special)
        {
            // Blur bloom texture at multiple levels of detail and combine for noice effect
            GL.Enable(EnableCap.Blend);
            GL.BlendEquation(BlendEquationMode.FuncAdd);
            GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);

            special.blur_Gauss(quad, 40, _tBloom, _fLens, DrawBuffersEnum.ColorAttachment0, 1);
            special.blur_Gauss(quad, 40, _tBloom, _fLens, DrawBuffersEnum.ColorAttachment0, 0.5f);
            special.blur_Gauss(quad, 40, _tBloom, _fLens, DrawBuffersEnum.ColorAttachment0, 0.25f);
            special.blur_Gauss(quad, 40, _tBloom, _fLens, DrawBuffersEnum.ColorAttachment0, 0.125f);

            GL.Disable(EnableCap.Blend);
        }
Пример #14
0
        private void getBrightSpots(fx_Quad quad, Texture scene_texture)
        {
            _fLens.bind(DrawBuffersEnum.ColorAttachment0);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _tBloom.width, _tBloom.height);

            _pBrightSpots.bind();

            scene_texture.bind(_pBrightSpots.getSamplerUniform(0), 0);

            quad.render();

            _tBloom.generateMipMap();
        }
Пример #15
0
        //------------------------------------------------------
        // Gaussian Blur Functions
        //------------------------------------------------------

        public void blur_Gauss(
            fx_Quad quad,
            int blur_amount, float blur_angle,
            Texture texture_to_blur,
            float destination_scale = 1)
        {
            Vector2 angle_mod = EngineHelper.createRotationVector(blur_angle);

            blur_Gauss(
                quad,
                blur_amount,
                angle_mod, angle_mod,
                texture_to_blur, _fSpecial, DrawBuffersEnum.ColorAttachment1,
                destination_scale);
        }
Пример #16
0
        public void render(fx_Quad quad, fx_Special special, Texture depth_texture, FrameBuffer scene_fbo, Texture scene_texture)
        {
            autoFocus(depth_texture);

            //printFocusDistance();
            genCOC(quad, special, depth_texture);

            resetBokeh();
            extractBokeh(quad, depth_texture, scene_texture);
            //printBokehCount();
            genBokeh(depth_texture);

            genDOF(quad, depth_texture);
            blendDOF(quad, special, scene_fbo, scene_texture);
        }
Пример #17
0
        public void blur_Gauss(
            fx_Quad quad,
            int blur_amount, float blur_angle,
            Texture texture_to_blur, FrameBuffer texture_frame_buffer, DrawBuffersEnum attachement,
            float destination_scale = 1)
        {
            Vector2 angle_mod = EngineHelper.createRotationVector(blur_angle);

            blur_Gauss(
                quad,
                blur_amount,
                angle_mod, angle_mod,
                texture_to_blur, texture_frame_buffer, attachement,
                destination_scale);
        }
Пример #18
0
        private void genFlare(fx_Quad quad, fx_Special special)
        {
            _fLens.bind(DrawBuffersEnum.ColorAttachment1);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _tFlare.width, _tFlare.height);

            _pFlare.bind();

            _tBloom.bind(_pFlare.getSamplerUniform(0), 0);
            _iLensColor.bind(_pFlare.getSamplerUniform(1), 1);

            quad.render();

            //special.blur_MovingAverage(15, _tFlare);
            special.blur_Gauss(quad, 75, _tFlare, _fLens, DrawBuffersEnum.ColorAttachment1);
        }
Пример #19
0
        public void pass_LightAccumulation(fx_Quad quad, Texture atmoshpere_texture, Texture indirect_texture, FrameBuffer fFinalScene)
        {
            fFinalScene.bind(DrawBuffersEnum.ColorAttachment0);
            GL.Clear(ClearBufferMask.ColorBufferBit);

            GL.Viewport(0, 0, _resolution.W, _resolution.H);

            _pAccumulation.bind();

            _tDiffuse_ID.bind(_pAccumulation.getSamplerUniform(0), 0);
            _tLighting_Diffuse.bind(_pAccumulation.getSamplerUniform(1), 1);
            _tLighting_Specular.bind(_pAccumulation.getSamplerUniform(2), 2);
            atmoshpere_texture.bind(_pAccumulation.getSamplerUniform(3), 3);
            indirect_texture.bind(_pAccumulation.getSamplerUniform(4), 4);

            quad.render();
        }
Пример #20
0
        private void blendDOF(fx_Quad quad, fx_Special special, FrameBuffer scene_fbo, Texture scene_texture)
        {
            GL.CopyImageSubData(scene_texture.id, ImageTarget.Texture2D, 0, 0, 0, 0,
                                special.tSpecial.id, ImageTarget.Texture2D, 0, 0, 0, 0,
                                _resolution.W, _resolution.H, 1);

            scene_fbo.bind(DrawBuffersEnum.ColorAttachment0);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _resolution.W, _resolution.H);

            _pDOF_Blend.bind();

            special.tSpecial.bind(_pDOF_Blend.getSamplerUniform(0), 0);
            _tDOF_Scene.bind(_pDOF_Blend.getSamplerUniform(1), 1);
            _tCOC_Final.bind(_pDOF_Blend.getSamplerUniform(2), 2);
            _tBokeh_Points.bind(_pDOF_Blend.getSamplerUniform(3), 3);

            quad.render();
        }
Пример #21
0
        public void scaleScene(fx_Quad quad, FrameBuffer scene_fbo, Texture scene_texture)
        {
            // Copy scene texture to temporary texture so we can read and write to main scene texture
            GL.CopyImageSubData(scene_texture.id, ImageTarget.Texture2D, 0, 0, 0, 0,
                                _tTempScene.id, ImageTarget.Texture2D, 0, 0, 0, 0,
                                _resolution.W, _resolution.H, 1);

            scene_fbo.bind(DrawBuffersEnum.ColorAttachment0);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _resolution.W, _resolution.H);

            _pScaleScene.bind();

            _tTempScene.bind(_pScaleScene.getSamplerUniform(0), 0);
            _ssboExposure.bind(0);

            quad.render();

            _ssboExposure.unbind(0);
        }
Пример #22
0
        public void render(fx_Quad quad, FrameBuffer gbuffer_fbo, Vector3 circadian_position)
        {
            // Write into gBuffer's frame buffer attachemnts
            gbuffer_fbo.bind(new DrawBuffersEnum[]
            {
                DrawBuffersEnum.ColorAttachment0,
                DrawBuffersEnum.ColorAttachment1,
                DrawBuffersEnum.ColorAttachment3
            });
            GL.Viewport(0, 0, _resolution.W, _resolution.H);

            GL.DepthMask(true);
            GL.Enable(EnableCap.DepthTest);

            _pSkyBox.bind();

            _iSkyBox.bind(_pSkyBox.getSamplerUniform(0), 0);
            GL.Uniform3(_pSkyBox.getUniform("circadian_position"), Vector3.Normalize(circadian_position));

            quad.renderFullQuad();
        }
Пример #23
0
        private void blend(fx_Quad quad, FrameBuffer scene_fbo, Matrix4 camera_matrix)
        {
            scene_fbo.bind(DrawBuffersEnum.ColorAttachment0);
            GL.Viewport(0, 0, _resolution.W, _resolution.H);

            _pBlend.bind();

            _iLensDirt.bind(_pBlend.getSamplerUniform(0), 0);
            _iLensStar.bind(_pBlend.getSamplerUniform(1), 1);
            _tBloom.bind(_pBlend.getSamplerUniform(2), 2);
            _tFlare.bind(_pBlend.getSamplerUniform(3), 3);

            // Lerp the lens star mod so the spin is delayed
            Matrix3 current_lens_star_mod = getLensStarMod(camera_matrix);
            Matrix3 lens_star_mod         = EngineHelper.lerp(_previous_lens_star_mod, current_lens_star_mod, 0.1f);

            _previous_lens_star_mod = lens_star_mod;

            GL.UniformMatrix3(_pBlend.getUniform("lens_star_mod"), true, ref lens_star_mod);

            quad.renderBlend_Blend();
        }
Пример #24
0
        private void extractBokeh(fx_Quad quad, Texture depth_texture, Texture scene_texture)
        {
            _fHalfResolution.bind(DrawBuffersEnum.ColorAttachment5);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _tDOF_Scene.width, _tDOF_Scene.height);

            _pBokeh_Extract.bind();

            scene_texture.bind(_pBokeh_Extract.getSamplerUniform(0), 0);
            depth_texture.bind(_pBokeh_Extract.getSamplerUniform(1), 1);
            _tCOC_Final.bind(_pBokeh_Extract.getSamplerUniform(2), 2);

            _tBokeh_Positions.bindImageUnit(_pBokeh_Extract.getSamplerUniform(3), 3, TextureAccess.WriteOnly);
            _tBokeh_Colors.bindImageUnit(_pBokeh_Extract.getSamplerUniform(4), 4, TextureAccess.WriteOnly);

            GL.BindBufferRange(BufferRangeTarget.AtomicCounterBuffer, 0, _bokeh_indirect_buffer, (IntPtr)4, (IntPtr)sizeof(uint));
            GL.Uniform1(_pBokeh_Extract.getUniform("bokeh_counter"), 0);

            quad.render();

            GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
        }
Пример #25
0
        public void coneTracing(fx_Quad quad, Texture diffuse_texture, Texture normal_texture, Texture specular_texture, SpatialData camera_spatial)
        {
            if (!_enabled)
            {
                _tConeTrace_Diffuse.clear();
                return;
            }

            mipMap();


            _fConeTrace.bind(DrawBuffersEnum.ColorAttachment0);

            GL.Viewport(0, 0, _tConeTrace_Diffuse.width, _tConeTrace_Diffuse.height);

            _pConeTrace.bind();

            GL.Uniform1(_pConeTrace.getUniform("vx_volume_dimensions"), _vx_volume_dimensions);
            GL.Uniform1(_pConeTrace.getUniform("vx_volume_scale"), _vx_volume_scale);

            Vector3 vx_position_snapped   = -voxelSnap(camera_spatial.position);
            Matrix4 voxel_volume_position = Matrix4.CreateTranslation(vx_position_snapped);

            GL.Uniform3(_pConeTrace.getUniform("vx_volume_position"), vx_position_snapped);

            GL.Uniform1(_pConeTrace.getUniform("maxMipLevels"), _tVoxelVolume.getMaxMipMap());

            normal_texture.bind(_pConeTrace.getSamplerUniform(0), 0);
            specular_texture.bind(_pConeTrace.getSamplerUniform(1), 1);
            diffuse_texture.bind(_pConeTrace.getSamplerUniform(2), 2);

            _tVoxelVolume.bind(_pConeTrace.getSamplerUniform(3), 3);


            quad.renderFullQuad();
        }
Пример #26
0
 public void render(fx_Quad quad, fx_Special special, FrameBuffer scene_fbo, Texture scene_texture, Texture depth_texture, Texture velocity_texture, float fps)
 {
     dilateVelocity(quad, special, velocity_texture);
     motionBlur(quad, scene_fbo, scene_texture, depth_texture, fps);
 }
Пример #27
0
 public void render(fx_Quad quad)
 {
 }
Пример #28
0
        //------------------------------------------------------
        // COC
        //------------------------------------------------------
        private void genCOC(fx_Quad quad, fx_Special special, Texture depth_texture)
        {
            //------------------------------------------------------
            // Calculate COC
            //------------------------------------------------------

            _fHalfResolution.bind(new DrawBuffersEnum[]
            {
                DrawBuffersEnum.ColorAttachment0,
                DrawBuffersEnum.ColorAttachment1,
                DrawBuffersEnum.ColorAttachment2
            });
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _tCOC.width, _tCOC.height);

            _pCOC.bind();


            _ssboAutoFocus.bind(0);
            depth_texture.bind(_pCOC.getSamplerUniform(0), 0);

            GL.Uniform1(_pCOC.getUniform("PPM"), _PPM);
            GL.Uniform1(_pCOC.getUniform("focus_length"), _focus_length);
            GL.Uniform1(_pCOC.getUniform("fStop"), _fStop);
            GL.Uniform1(_pCOC.getUniform("max_blur"), _max_blur);

            quad.render();

            special.blur_Gauss(quad, 60, _tCOC_Foreground_Blurred, _fHalfResolution, DrawBuffersEnum.ColorAttachment1);


            //------------------------------------------------------
            // Fix COC
            //------------------------------------------------------

            _fHalfResolution.bind(new DrawBuffersEnum[]
            {
                DrawBuffersEnum.ColorAttachment3,
            });
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _tCOC.width, _tCOC.height);

            _pCOC_Fix.bind();

            _tCOC_Foreground.bind(_pCOC_Fix.getSamplerUniform(0), 0);
            _tCOC_Foreground_Blurred.bind(_pCOC_Fix.getSamplerUniform(1), 1);

            quad.render();

            special.blur_Gauss(quad, 10, _tCOC_Foreground_Final, _fHalfResolution, DrawBuffersEnum.ColorAttachment3);


            //------------------------------------------------------
            // Combine COC
            //------------------------------------------------------
            _fFullResoution.bind(new DrawBuffersEnum[]
            {
                DrawBuffersEnum.ColorAttachment0,
            });
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Viewport(0, 0, _tCOC_Final.width, _tCOC_Final.height);

            _pCOC_Combine.bind();

            _tCOC.bind(_pCOC_Combine.getSamplerUniform(0), 0);
            _tCOC_Foreground_Final.bind(_pCOC_Combine.getSamplerUniform(1), 1);

            quad.render();
        }
        public void precompute(fx_Quad quad)
        {
            if (_precomputed)
            {
                return;
            }

            _fPrecompute.bind(DrawBuffersEnum.ColorAttachment0);


            //------------------------------------------------------

            _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tTransmittance.id);
            GL.Viewport(0, 0, TRANSMITTANCE_W, TRANSMITTANCE_H);
            _pTransmittance.bind();
            quad.render();

            //------------------------------------------------------

            _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tDeltaE.id);
            GL.Viewport(0, 0, SKY_W, SKY_H);
            _pIrradiance1.bind();
            _tTransmittance.bind(_pIrradiance1.getUniform("transmittanceSampler"), 0);
            quad.render();

            //------------------------------------------------------

            _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tDeltaSR.id);
            _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment1, _tDeltaSM.id);
            _fPrecompute.bindAttachements(new DrawBuffersEnum[] {
                DrawBuffersEnum.ColorAttachment0,
                DrawBuffersEnum.ColorAttachment1
            });
            GL.Viewport(0, 0, RES_MU_S * RES_NU, RES_MU);
            _pInscatter1.bind();
            _tTransmittance.bind(_pInscatter1.getUniform("transmittanceSampler"), 0);
            for (int layer = 0; layer < RES_R; layer++)
            {
                setLayer(_pInscatter1, layer);
                quad.render();
            }
            _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment1, 0);
            _fPrecompute.bindAttachements(DrawBuffersEnum.ColorAttachment0);

            //------------------------------------------------------

            _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tIrradiance.id);
            GL.Viewport(0, 0, SKY_W, SKY_H);
            _pCopyIrradiance.bind();
            GL.Uniform1(_pCopyIrradiance.getUniform("k"), 0f);
            _tDeltaE.bind(_pCopyIrradiance.getUniform("deltaESampler"), 0);
            quad.render();

            //------------------------------------------------------

            _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tInscatter.id);
            GL.Viewport(0, 0, RES_MU_S * RES_NU, RES_MU);
            _pCopyInscatter1.bind();
            _tDeltaSR.bind(_pCopyInscatter1.getUniform("deltaSRSampler"), 0);
            _tDeltaSM.bind(_pCopyInscatter1.getUniform("deltaSMSampler"), 1);
            for (int layer = 0; layer < RES_R; layer++)
            {
                setLayer(_pCopyInscatter1, layer);
                quad.render();
            }

            //------------------------------------------------------

            for (int order = 2; order <= 4; order++)
            {
                //------------------------------------------------------

                _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tDeltaJ.id);
                GL.Viewport(0, 0, RES_MU_S * RES_NU, RES_MU);
                _pPJ.bind();
                GL.Uniform1(_pPJ.getUniform("first"), order == 2 ? 1f : 0f);
                _tTransmittance.bind(_pPJ.getUniform("transmittanceSampler"), 0);
                _tDeltaE.bind(_pPJ.getUniform("deltaESampler"), 1);
                _tDeltaSR.bind(_pPJ.getUniform("deltaSRSampler"), 2);
                _tDeltaSM.bind(_pPJ.getUniform("deltaSMSampler"), 3);
                for (int layer = 0; layer < RES_R; layer++)
                {
                    setLayer(_pPJ, layer);
                    quad.render();
                }

                //------------------------------------------------------

                _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tDeltaE.id);
                GL.Viewport(0, 0, SKY_W, SKY_H);
                _pIrradianceN.bind();
                GL.Uniform1(_pIrradianceN.getUniform("first"), order == 2 ? 1f : 0f);
                _tTransmittance.bind(_pIrradianceN.getUniform("transmittanceSampler"), 0);
                _tDeltaE.bind(_pIrradianceN.getUniform("deltaESampler"), 1);
                _tDeltaSR.bind(_pIrradianceN.getUniform("deltaSRSampler"), 2);
                _tDeltaSM.bind(_pIrradianceN.getUniform("deltaSMSampler"), 3);
                quad.render();

                //------------------------------------------------------

                _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tDeltaSR.id);
                GL.Viewport(0, 0, RES_MU_S * RES_NU, RES_MU);
                _pInscatterN.bind();
                GL.Uniform1(_pInscatterN.getUniform("first"), order == 2 ? 1f : 0f);
                _tTransmittance.bind(_pInscatterN.getUniform("transmittanceSampler"), 0);
                _tDeltaJ.bind(_pInscatterN.getUniform("deltaJSampler"), 1);
                for (int layer = 0; layer < RES_R; layer++)
                {
                    setLayer(_pInscatterN, layer);
                    quad.render();
                }

                //------------------------------------------------------
                //------------------------------------------------------

                GL.Enable(EnableCap.Blend);
                GL.BlendEquationSeparate(BlendEquationMode.FuncAdd, BlendEquationMode.FuncAdd);
                GL.BlendFuncSeparate(BlendingFactorSrc.One, BlendingFactorDest.One, BlendingFactorSrc.One, BlendingFactorDest.One);

                //------------------------------------------------------

                _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tIrradiance.id);
                GL.Viewport(0, 0, SKY_W, SKY_H);
                _pCopyIrradiance.bind();
                GL.Uniform1(_pCopyIrradiance.getUniform("k"), 1f);
                _tDeltaE.bind(_pCopyIrradiance.getUniform("deltaESampler"), 0);
                quad.render();

                //------------------------------------------------------

                _fPrecompute.bindTexture(FramebufferAttachment.ColorAttachment0, _tInscatter.id);
                GL.Viewport(0, 0, RES_MU_S * RES_NU, RES_MU);
                _pCopyInscatterN.bind();
                _tDeltaSR.bind(_pCopyInscatterN.getUniform("deltaSRSampler"), 0);
                for (int layer = 0; layer < RES_R; layer++)
                {
                    setLayer(_pCopyInscatterN, layer);
                    quad.render();
                }

                //------------------------------------------------------

                GL.Disable(EnableCap.Blend);

                //------------------------------------------------------
                //------------------------------------------------------
            }


            _precomputed = true;
        }