static void InitTextures()
        {
            //Reflective cubemap
            var cubemap = GLTextureCubeArray.FromDDS(
                new DDS($"Resources\\CubemapHDR.dds"));

            CubemapManager.InitDefault(cubemap);

            CubemapManager.CubeMapTextureArray = GLTexture2DArray.FromDDS(new DDS($"Resources\\CubemapHDR.dds"));
            DiffuseLightmapTextureArray        = GLTexture2DArray.FromDDS(new DDS[2]
            {
                new DDS(new MemoryStream(Resources.CubemapLightmap)),
                new DDS(new MemoryStream(Resources.CubemapLightmapShadow))
            });

            //Diffuse cubemap lighting
            //Map gets updated when an object moves using probe lighting.
            DiffuseLightmapTexture = GLTextureCube.FromDDS(
                new DDS(new MemoryStream(Resources.CubemapLightmap)),
                new DDS(new MemoryStream(Resources.CubemapLightmapShadow)));

            LightingEngine.LightSettings.InitTextures();

            DepthShadowCascadeTexture = GLTexture2D.CreateWhiteTexture(4, 4);

            //Tire marks
            ProjectionTexture = GLTexture2D.CreateWhiteTexture(4, 4);

            //Depth information. Likely for shadows
            NormalizedLinearDepth = GLTexture2D.FromBitmap(Resources.black);

            //Adjust mip levels

            CubemapManager.CubeMapTexture.Bind();
            GL.TexParameter(CubemapManager.CubeMapTexture.Target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexParameter(CubemapManager.CubeMapTexture.Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
            GL.TexParameter(CubemapManager.CubeMapTexture.Target, TextureParameterName.TextureBaseLevel, 0);
            GL.TexParameter(CubemapManager.CubeMapTexture.Target, TextureParameterName.TextureMaxLevel, 13);
            GL.TexParameter(CubemapManager.CubeMapTexture.Target, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(CubemapManager.CubeMapTexture.Target, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(CubemapManager.CubeMapTexture.Target, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
            CubemapManager.CubeMapTexture.Unbind();

            DiffuseLightmapTexture.Bind();
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear);
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureBaseLevel, 0);
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureMaxLevel, 2);
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureWrapR, (int)TextureWrapMode.ClampToEdge);
            DiffuseLightmapTexture.Unbind();
        }
示例#2
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != null)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(instance);
    }
        static void InitTextures()
        {
            //Reflective cubemap
            CubeMapTexture = GLTextureCubeArray.FromDDS(new DDS($"Resources\\CubemapHDR.dds"));

            CubemapManager.InitDefault(CubeMapTexture);

            //Diffuse cubemap lighting
            //Map gets updated when an object moves using probe lighting.
            DiffuseLightmapTexture = GLTextureCube.FromDDS(
                new DDS(new MemoryStream(Resources.CubemapLightmap)),
                new DDS(new MemoryStream(Resources.CubemapLightmapShadow)));

            //Shadows
            //Channel usage:
            //Red - Dynamic shadows
            //Green - Static shadows (course)
            //Blue - Soft shading (under kart, dynamic AO?)
            //Alpha - Usually gray
            DepthShadowTexture = GLTexture2D.FromBitmap(Resources.white);

            DepthShadowCascadeTexture = GLTexture2D.FromBitmap(Resources.white);

            //Tire marks
            ProjectionTexture = GLTexture2D.FromBitmap(Resources.white);

            //Used for dynamic lights. Ie spot, point, kart lights
            //Dynamic lights are setup using the g buffer pass (normals) and depth information before material pass is drawn
            //Additional slices may be used for bloom intensity
            LightPPTexture = GLTexture2DArray.FromBitmap(Resources.black);

            //Depth information. Likely for shadows
            NormalizedLinearDepth = GLTexture2D.FromBitmap(Resources.black);

            //Adjust mip levels

            CubeMapTexture.Bind();
            GL.TexParameter(CubeMapTexture.Target, TextureParameterName.TextureBaseLevel, 0);
            GL.TexParameter(CubeMapTexture.Target, TextureParameterName.TextureMaxLevel, 13);
            CubeMapTexture.Unbind();

            DiffuseLightmapTexture.Bind();
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureBaseLevel, 0);
            GL.TexParameter(DiffuseLightmapTexture.Target, TextureParameterName.TextureMaxLevel, 2);
            DiffuseLightmapTexture.Unbind();
        }
示例#4
0
    // Use this for initialization
    void Start()
    {
        manager = UnityEngine.Object.FindObjectOfType<CubemapManager>();

        meshRenderer = GetComponent<MeshRenderer>();
    }