Пример #1
0
        private void Deferred()
        {
            var lights = Game.World.Scene.GetLights();

            DisableBlending();
            GL.CullFace(CullFaceMode.Back);

            for (int i = 0; i < lights.Count; i++)
            {
                var light = lights[i];
                if (light.ShadowMappingEnabled)
                {
                    light.UpdateShadowMap();
                }
            }
            EnableAdditiveBlending();
            GL.CullFace(CullFaceMode.Front);

            DeferredShader.Use();
            DeferredFramebuffer.Use();
            SetUniformsShared();

            for (int i = 0; i < lights.Count; i++)
            {
                var light = lights[i];

                Matrix4 mat = Matrix4.CreateScale(light.CutOffDistance) * Matrix4.CreateTranslation(light.Transformation.Position);
                if (light.ShadowMappingEnabled)
                {
                    light.BindShadowMap(20, 21);
                }
                light.SetUniforms();
                DeferredShader.SetUniform("ModelMatrix", mat);
                CubeMapSphere.Draw();
            }
            GL.CullFace(CullFaceMode.Back);
            DisableBlending();
            Game.CheckErrors("Deferred pass");
        }
Пример #2
0
 private void DrawPPMesh()
 {
     SetUniformsShared();
     PostProcessingMesh.Draw();
 }
Пример #3
0
        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);
        }