/// <inheritdoc/>
        protected override void OnMessageReceived(IncomingMessage msg)
        {
            var key  = msg.ReadString();
            var type = msg.ReadInt32();

            if ((int)EnvironmentDataTypes.Float == type)
            {
                var value = msg.ReadFloat32();

                m_Parameters[key] = () => value;

                Action <float> action;
                m_RegisteredActions.TryGetValue(key, out action);
                action?.Invoke(value);
            }
            else if ((int)EnvironmentDataTypes.Sampler == type)
            {
                int          seed        = msg.ReadInt32();
                int          samplerType = msg.ReadInt32();
                Func <float> sampler     = () => 0.0f;
                if ((int)SamplerType.Uniform == samplerType)
                {
                    float min = msg.ReadFloat32();
                    float max = msg.ReadFloat32();
                    sampler = SamplerFactory.CreateUniformSampler(min, max, seed);
                }
                else if ((int)SamplerType.Gaussian == samplerType)
                {
                    float mean   = msg.ReadFloat32();
                    float stddev = msg.ReadFloat32();

                    sampler = SamplerFactory.CreateGaussianSampler(mean, stddev, seed);
                }
                else if ((int)SamplerType.MultiRangeUniform == samplerType)
                {
                    IList <float> intervals = msg.ReadFloatList();
                    sampler = SamplerFactory.CreateMultiRangeUniformSampler(intervals, seed);
                }
                else
                {
                    Debug.LogWarning("EnvironmentParametersChannel received an unknown data type.");
                }
                m_Parameters[key] = sampler;
            }
            else
            {
                Debug.LogWarning("EnvironmentParametersChannel received an unknown data type.");
            }
        }
示例#2
0
        // \brief Declare uniforms and set Shader replacement strings
        private void InitializeShaderSystem()
        {
#if false
            if (RenderStack.Graphics.Configuration.useOpenRL)
            {
                InitializeOpenRL();
            }
#endif

            string fs_shadows = System.IO.File.ReadAllText("res/OpenGL3/_fs_shadows.txt");
            string instancing = System.IO.File.ReadAllText("res/OpenGL3/_instancing.txt");
            string utils      = System.IO.File.ReadAllText("res/OpenGL3/_utils.txt");

            ShaderGL3.Replace("FS_SHADOWS;", fs_shadows);
            ShaderGL3.Replace("INSTANCING;", instancing);
            ShaderGL3.Replace("UTILS;", utils);

            CameraUniformBlock.NearFar             = "near_far";
            CameraUniformBlock.FovXFovYAspect      = "fovx_fovy_aspect";
            CameraUniformBlock.ViewToClip          = "view_to_clip_matrix";
            CameraUniformBlock.ClipToView          = "view_to_clip_matrix";
            CameraUniformBlock.WorldToClip         = "world_to_clip_matrix";
            CameraUniformBlock.ClipToWorld         = "clip_to_world_matrix";
            CameraUniformBlock.WorldToView         = "world_to_view_matrix";
            CameraUniformBlock.ViewToWorld         = "view_to_world_matrix";
            CameraUniformBlock.Viewport            = "viewport";
            CameraUniformBlock.ViewPositionInWorld = "view_position_in_world";
            CameraUniformBlock.Initialize("camera");

            LightsUniforms.spec.Count             = "count";
            LightsUniforms.spec.Exposure          = "exposure";
            LightsUniforms.spec.Bias              = "bias";
            LightsUniforms.spec.AmbientLightColor = "ambient_light_color";
            LightsUniforms.spec.WorldToLight      = "world_to_light_matrix";
            LightsUniforms.spec.WorldToShadow     = "world_to_shadow_matrix";
            LightsUniforms.spec.Direction         = "direction";
            LightsUniforms.spec.Color             = "color";
            LightsUniforms.Initialize("lights", Configuration.maxLightCount);

            System.Text.StringBuilder uniforms = new System.Text.StringBuilder();

            uniforms.Append(CameraUniformBlock.UniformBlockGL.SourceGL);
            uniforms.Append(LightsUniforms.UniformBlockGL.SourceGL);

            modelsUB = new UniformBlockGL("models");
            modelsUB.AddMat4("model_to_world_matrix", Configuration.instanceCount);
            if (RenderStack.Graphics.Configuration.useIntegerPolygonIDs)
            {
                modelsUB.AddUInt("id_offset_uint", Configuration.instanceCount);
                ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 1");
            }
            else
            {
                modelsUB.AddVec4("id_offset_vec3", Configuration.instanceCount);
                ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 0");
            }
            modelsUB.Seal();
            uniforms.Append(modelsUB.SourceGL);

            globalUB = new UniformBlockGL("global");
            globalUB.AddVec4("add_color");
            globalUB.AddFloat("alpha");
            globalUB.Seal();
            uniforms.Append(globalUB.SourceGL);

            LightsUniforms.UniformBufferGL.Use();

            ShaderGL3.Replace("MAX_LIGHT_COUNT", Configuration.maxLightCount.ToString());

            models = UniformBufferFactory.Create(modelsUB);
            global = UniformBufferFactory.Create(globalUB);

            global.Floats("alpha").Set(1.0f);
            global.Floats("add_color").Set(0.0f, 0.0f, 0.4f);
            global.Sync();

            LightsUniforms.Exposure.Set(1.0f);
            LightsUniforms.Bias.Set(-0.002f, 0.0f, 0.002f);
            LightsUniforms.AmbientLightColor.Set(0.2f, 0.2f, 0.2f);
            LightsUniforms.UniformBufferGL.Sync();

            models.Use();
            global.Use();

            //  GL_NEAREST                  - no filtering, no mipmaps
            //  GL_LINEAR                   - filtering, no mipmaps
            //  GL_NEAREST_MIPMAP_NEAREST   - no filtering, sharp switching between mipmaps
            //  GL_NEAREST_MIPMAP_LINEAR    - no filtering, smooth transition between mipmaps
            //  GL_LINEAR_MIPMAP_NEAREST    - filtering, sharp switching between mipmaps
            //  GL_LINEAR_MIPMAP_LINEAR     - filtering, smooth transition between mipmaps
            //
            //  GL_LINEAR                   - bilinear
            //  GL_LINEAR_MIPMAP_NEAREST    - bilinear with mipmaps
            //  GL_LINEAR_MIPMAP_LINEAR     - trilinear

            //  No filtering, no mipmaps
            var nearest = SamplerFactory.Create();
            nearest.MinFilter   = TextureMinFilter.Nearest;
            nearest.MagFilter   = TextureMagFilter.Nearest;
            nearest.Wrap        = TextureWrapMode.ClampToEdge;
            nearest.CompareMode = TextureCompareMode.None;

            var linear = SamplerFactory.Create();
            linear.MinFilter   = TextureMinFilter.Linear;
            linear.MagFilter   = TextureMagFilter.Linear;
            linear.Wrap        = TextureWrapMode.ClampToEdge;
            linear.CompareMode = TextureCompareMode.None;

            var bilinear = SamplerFactory.Create();
            bilinear.MinFilter   = TextureMinFilter.LinearMipmapNearest;
            bilinear.MagFilter   = TextureMagFilter.Linear;
            bilinear.Wrap        = TextureWrapMode.ClampToEdge;
            bilinear.CompareMode = TextureCompareMode.None;

            var trilinear = SamplerFactory.Create();
            trilinear.MinFilter   = TextureMinFilter.LinearMipmapLinear;
            trilinear.MagFilter   = TextureMagFilter.Linear;
            trilinear.Wrap        = TextureWrapMode.ClampToEdge;
            trilinear.CompareMode = TextureCompareMode.None;

            var pcfShadow = SamplerFactory.Create();
            pcfShadow.MinFilter   = TextureMinFilter.Linear;
            pcfShadow.MagFilter   = TextureMagFilter.Linear;
            pcfShadow.Wrap        = TextureWrapMode.ClampToEdge;
            pcfShadow.CompareMode = TextureCompareMode.CompareRefToTexture;

            if (Configuration.hardwareShadowPCF)
            {
                ShaderGL3.Replace("#if HARDWARE_PCF", "#if 1");
                Samplers.Global.AddSampler2DArrayShadow("t_shadowmap", pcfShadow).TextureUnitIndex = 2;
            }
            else
            {
                ShaderGL3.Replace("#if HARDWARE_PCF", "#if 0");
                Samplers.Global.AddSampler2DArray("t_shadowmap", linear).TextureUnitIndex = 2;
            }
            Samplers.Global.AddSampler2D("t_font", nearest).TextureUnitIndex     = 1;
            Samplers.Global.AddSampler2D("t_ninepatch", linear).TextureUnitIndex = 2;
            Samplers.Global.AddSampler2D("t_cube", trilinear);
            Samplers.Global.AddSampler2D("t_left", nearest);
            Samplers.Global.AddSampler2D("t_right", nearest).TextureUnitIndex = 1;
            Samplers.Global.AddSampler2D("t_surface_color", trilinear);
            Samplers.Global.AddSampler2D("t_particle", trilinear);
            Samplers.Global.AddSampler2DArray("t_shadowmap_vis", linear);
            Samplers.Global.Seal();

            materialUB = new UniformBlockGL("material");
            materialUB.AddVec4("surface_diffuse_reflectance_color");
            materialUB.AddVec4("surface_specular_reflectance_color");
            materialUB.AddFloat("surface_specular_reflectance_exponent");
            materialUB.AddVec2("surface_rim_parameters");
            materialUB.AddVec4("grid_size");
            materialUB.AddVec4("main_camera_near_far");
            materialUB.AddFloat("surface_roughness");
            materialUB.AddFloat("surface_isotropy");
            materialUB.AddFloat("contrast").Default   = new Floats(1.0f);
            materialUB.AddFloat("deghost").Default    = new Floats(0.0f);
            materialUB.AddFloat("saturation").Default = new Floats(1.0f);
            materialUB.AddFloat("t");
            materialUB.AddFloat("slider_t");
            materialUB.AddVec4("fill_color");
            materialUB.AddVec4("point_color");
            materialUB.AddFloat("point_z_offset");
            materialUB.AddVec4("line_color");
            materialUB.AddVec2("line_width").Default = new Floats(1.0f, 0.25f); // \todo check how to compute .y
            materialUB.AddFloat("bias_units");
            materialUB.AddFloat("bias_factor");
            materialUB.AddFloat("octaves").Default     = new Floats(4.0f);
            materialUB.AddFloat("offset").Default      = new Floats(0.0f);
            materialUB.AddFloat("frequency").Default   = new Floats(2.2f);
            materialUB.AddFloat("amplitude").Default   = new Floats(0.2f);
            materialUB.AddFloat("lacunarity").Default  = new Floats(3.3f);
            materialUB.AddFloat("persistence").Default = new Floats(0.25f);
            materialUB.Seal();
            uniforms.Append(MaterialUB.SourceGL);
            uniforms.Append(Samplers.Global.ToString());

            //  Have these last
            ShaderGL3.Replace("UNIFORMS;", uniforms.ToString());
            ShaderGL3.Replace("INSTANCE_COUNT", "50");
        }