示例#1
0
        private void InitializeTextureUnits()
        {
            //  Bind a dummy texture to all texture units
            byte[] whiteData = new byte[4];
            whiteData[0] = 255;
            whiteData[1] = 255;
            whiteData[2] = 255;
            whiteData[3] = 255;
            dummyTexture = new TextureGL(1, 1, PixelFormat.Rgba, PixelInternalFormat.Rgba);
            dummyTexture.Upload(whiteData, 0);
            nearestSampler           = new SamplerGL1();
            nearestSampler.MinFilter = TextureMinFilter.Nearest;
            nearestSampler.MagFilter = TextureMagFilter.Nearest;
            nearestSampler.Wrap      = TextureWrapMode.ClampToEdge;
            int textureUnits = 4;

            try
            {
                GL.GetInteger(GetPName.MaxTextureUnits, out textureUnits);
            }
            catch (Exception)
            {
            }
            for (int i = 0; i < textureUnits; ++i)
            {
                try
                {
                    GL.ActiveTexture(TextureUnit.Texture0 + i);
                    dummyTexture.Apply();
                    nearestSampler.Apply(i, TextureTarget.Texture2D);
                }
                catch (Exception)
                {
                }
            }

            float[] zeros = { 0.0f, 0.0f, 0.0f, 0.0f };
            for (int i = 0; i < 8; ++i)
            {
                GL.Light(LightName.Light0 + i, LightParameter.Ambient, zeros);
            }
        }
示例#2
0
        private void InitializeShaderSystem()
        {
            //InitializeOpenRL();

            //GL.Enable(EnableCap.Normalize);
            var dualTexture = AttributeMappings.Pool["dualtexture"] = new AttributeMappings();

            dualTexture.Add(0, "_position", VertexUsage.Position, 0, 3);
            dualTexture.Add(1, "_texcoord", VertexUsage.TexCoord, 0, VertexUsage.TexCoord, 0, 2);
            dualTexture.Add(2, "_texcoord", VertexUsage.TexCoord, 0, VertexUsage.TexCoord, 1, 2);
            dualTexture.Add(3, "_color", VertexUsage.Color, 0, 4);

            var idToColor = AttributeMappings.Pool["idToColor"] = new AttributeMappings();

            idToColor.Add(0, "_position", VertexUsage.Position, 0, 3);
            idToColor.Add(1, "_id_vec3", VertexUsage.Id, 0, VertexUsage.Color, 0, 3);

            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);

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

            modelsUB = new UniformBlockGL("models");
            modelsUB.AddMat4("model_to_world_matrix", Configuration.instanceCount);
            modelsUB.AddVec4("id_offset_vec3", Configuration.instanceCount);
            ShaderGL3.Replace("#if USE_INTEGER_POLYGON_ID", "#if 0");
            modelsUB.Seal();

            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.SyncDelegate = ForceProgramUse;

            models.SyncDelegate = ModelsDirty;
            models.Use();
            global.Use();

            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();
            LightsUniforms.UniformBufferGL.Use();

            var nearestClampToEdge = new SamplerGL1();

            nearestClampToEdge.MinFilter   = TextureMinFilter.Nearest;
            nearestClampToEdge.MagFilter   = TextureMagFilter.Nearest;
            nearestClampToEdge.Wrap        = TextureWrapMode.ClampToEdge;
            nearestClampToEdge.CompareMode = TextureCompareMode.None;

            var bilinearClampToEdge = new SamplerGL1();

            bilinearClampToEdge.MinFilter   = TextureMinFilter.NearestMipmapLinear;
            bilinearClampToEdge.MagFilter   = TextureMagFilter.Linear;
            bilinearClampToEdge.Wrap        = TextureWrapMode.ClampToEdge;
            bilinearClampToEdge.CompareMode = TextureCompareMode.None;

            Samplers.Global.AddSampler2D("t_font", nearestClampToEdge);
            Samplers.Global.AddSampler2D("t_ninepatch", bilinearClampToEdge).TextureUnitIndex = 1;
            Samplers.Global.AddSampler2D("t_cube", bilinearClampToEdge);
            Samplers.Global.AddSampler2D("t_left", nearestClampToEdge);
            Samplers.Global.AddSampler2D("t_right", nearestClampToEdge).TextureUnitIndex = 1;
            Samplers.Global.AddSampler2D("t_surface_color", bilinearClampToEdge);
            Samplers.Global.AddSampler2D("t_particle", bilinearClampToEdge);
            Samplers.Global.AddSampler2DArray("t_shadowmap_vis", bilinearClampToEdge);
            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.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();
            materialUB.ChangeDelegate = ForceProgramUse;
        }