static void GenerateCubemap(GLContext control, GLTextureCube texture, CubemapCamera camera, List <GenericRenderer> models, int numMips) { GL.BindTexture(TextureTarget.TextureCubeMap, 0); int size = CUBEMAP_UPSCALE_SIZE; Framebuffer frameBuffer = new Framebuffer(FramebufferTarget.Framebuffer, size, size, PixelInternalFormat.Rgba16f); frameBuffer.SetDrawBuffers(DrawBuffersEnum.ColorAttachment0); frameBuffer.Bind(); //Render all 6 faces for (int mip = 0; mip < numMips; mip++) { int mipWidth = (int)(size * Math.Pow(0.5, mip)); int mipHeight = (int)(size * Math.Pow(0.5, mip)); frameBuffer.Resize(mipWidth, mipHeight); GL.Viewport(0, 0, mipWidth, mipHeight); for (int i = 0; i < 6; i++) { //First filter a normal texture 2d face GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.TextureCubeMapPositiveX + i, texture.ID, mip); //point camera in the right direction camera.SwitchToFace(i); GL.ClearColor(0, 0, 0, 1); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); //render scene to fbo, and therefore to the current face of the cubemap foreach (var model in models) { model.DrawCubeMapScene(control); } } } var errorcheck = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); if (errorcheck != FramebufferErrorCode.FramebufferComplete) { throw new Exception(errorcheck.ToString()); } frameBuffer.Dispoe(); frameBuffer.DisposeRenderBuffer(); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.UseProgram(0); }
//Update all existing cubemap uint objects public static void GenerateCubemaps(List <GenericRenderer> targetModels, bool isWiiU) { var texture = isWiiU ? CubeMapTextureArray : CubeMapTexture; if (texture != null) { texture.Dispose(); } if (isWiiU) { texture = GLTexture2DArray.CreateUncompressedTexture(CUBEMAP_SIZE, CUBEMAP_SIZE, MAX_LAYER_COUNT * 6, MAX_MIP_LEVEL, PixelInternalFormat.Rgba16f, PixelFormat.Rgba, PixelType.Float); } else { texture = GLTextureCubeArray.CreateEmptyCubemap(CUBEMAP_SIZE, MAX_LAYER_COUNT, MAX_MIP_LEVEL, PixelInternalFormat.Rgba16f, PixelFormat.Rgba, PixelType.Float); } GLTextureCube cubemapTexture = GLTextureCube.CreateEmptyCubemap( CUBEMAP_UPSCALE_SIZE, PixelInternalFormat.Rgba16f, PixelFormat.Rgba, PixelType.Float, 9); //Get a list of cubemaps in the scene //The lighting engine has cube map objects with the object placement to draw var lightingEngine = LightingEngine.LightSettings; var cubemapEnvParams = lightingEngine.Resources.CubeMapFiles.FirstOrDefault().Value; var cubeMapUints = cubemapEnvParams.CubeMapObjects; int layer = 0; foreach (var cubeMap in cubeMapUints) { var cUint = cubeMap.CubeMapUint; //Cubemap has no area assigned skip it if (cubeMap.CubeMapUint.Name == string.Empty) { continue; } //Setup the camera to render the cube map faces CubemapCamera camera = new CubemapCamera( new Vector3(cUint.Position.X, cUint.Position.Y, cUint.Position.Z) * GLContext.PreviewScale, cUint.Near, cUint.Far); var context = new GLContext(); context.Camera = camera; GenerateCubemap(context, cubemapTexture, camera, targetModels, MAX_MIP_LEVEL); cubemapTexture.Bind(); cubemapTexture.GenerateMipmaps(); cubemapTexture.Unbind(); //HDR encode and output into the array CubemapHDREncodeRT.CreateCubemap(cubemapTexture, texture, layer, MAX_MIP_LEVEL, false, true); if (SAVE_TO_DISK) { cubemapTexture.SaveDDS(cubeMap.Name + "default.dds"); } layer++; } cubemapTexture.Dispose(); //Just generate mips to keep things easier texture.Bind(); texture.GenerateMipmaps(); texture.Unbind(); if (SAVE_TO_DISK) { texture.SaveDDS("Cubemap_Array_HDR.dds"); } if (isWiiU) { CubeMapTextureArray = texture; } else { CubeMapTexture = texture; } }