public Player(Scene parent, Vector3 spawnPos, Vector3 viewDir, GameInput gameInput) { Parent = parent; this.gameInput = gameInput; //create hud renderer hud = new Hud(this); parent.guis.Add(hud); Position = spawnPos; PointingDirection = viewDir; upVector = new Vector3(0, 1, 0); zNear = 0.1f; zFar = 100; Shape boxShape = new BoxShape(new JVector(0.5f, 2, 0.5f)); Body = new RigidBody(boxShape); Body.Position = new JVector(Position.X, Position.Y, Position.Z); Body.AllowDeactivation = false; JMatrix mMatrix = JMatrix.Identity; //mBody.SetMassProperties(mMatrix, 2,false); Jitter.Dynamics.Constraints.SingleBody.FixedAngle mConstraint = new Jitter.Dynamics.Constraints.SingleBody.FixedAngle(Body); parent.world.AddConstraint(mConstraint); parent.world.AddBody(Body); viewInfo = new ViewInfo(this); viewInfo.aspect = (float)gameWindow.Width / (float)gameWindow.Height; viewInfo.updateProjectionMatrix(); tools.Add(new GameMenu(this, gameInput)); tools.Add(new Spawner(this, gameInput)); tools.Add(new Grabber(this, gameInput)); tools.Add(new Remover(this, gameInput)); tools.Add(new TerrainGun(this, gameInput)); tool = tools[1]; }
public CubemapBufferSets(Scene parent, FramebufferCreator mFramebufferCreator, int size) { this.Scene = parent; Parent = parent; Vector2 vecSize = new Vector2(size,size); float fovy = (float)Math.PI/2; for (int i = 0; i < 6; i++) { outFrameBuffers[i] = mFramebufferCreator.createFrameBuffer(size, size, PixelInternalFormat.Rgba8, true); outTextures[i] = outFrameBuffers[i].ColorTexture; FrameBufferSets[i] = new FramebufferSet(mFramebufferCreator, vecSize, outFrameBuffers[i]); cubeView[i] = new ViewInfo(this); cubeView[i].PointingDirection = viewDirections[i]; cubeView[i].upVec = upDirections[i]; cubeView[i].aspect = 1f; cubeView[i].fovy = fovy; cubeView[i].updateProjectionMatrix(); } }
protected override void OnUpdateFrame(FrameEventArgs e) { if (state == GameState.Playing || state == GameState.Menu) { // calculate mouse movement //gameInput.calcDelta(); // calculate frame Times frameTime += (float)e.Time; lastFrameDuration = (float)e.Time; // exit game? bool ESC = Keyboard[Key.Escape]; if (ESC && !prevESC) { if (state == GameState.Menu) { exitGame(); } if (state == GameState.Playing) { enterMenu(); } } prevESC = ESC; bool F5 = Keyboard[Key.F5]; if (F5 && !prevF5) { if (state == GameState.Playing) { textureLoader.GrabScreenshot(); } } prevF5 = F5; // call scene tree to update mScene.update(); } else if (state == GameState.Started) { //search for related files FileSeeker mFileSeeker = new FileSeeker(this); //create framebufferset for waterreflections waterFramebuffer = framebufferCreator.createFrameBuffer("waterFramebuffer", (int)(virtual_size.X * 0.5), (int)(virtual_size.Y * 0.5)); RenderOptions mOptionsWater = new RenderOptions(virtual_size); mOptionsWater.postProcessing = true; mOptionsWater.ssAmbientOccluison = false; mOptionsWater.bloom = false; mOptionsWater.depthOfField = false; waterFramebufferSet = new FramebufferSet(framebufferCreator, waterFramebuffer, mOptionsWater); //crate shadow framebuffer shadowFramebuffer = framebufferCreator.createFrameBuffer("shadowFramebuffer", mScene.ShadowRes, mScene.ShadowRes, PixelInternalFormat.Rgba16f, false); //create main framebufferset RenderOptions mOptions = new RenderOptions(virtual_size); mOptions.postProcessing = true; mOptions.ssAmbientOccluison = true; mOptions.bloom = true; //mOptions.depthOfField = true; mainFramebufferSet = new FramebufferSet(framebufferCreator, framebufferCreator.defaultFb, mOptions); state = GameState.InitLoading; } else if (state == GameState.InitLoading) { //loading rutine - loads one object each time its called float percentageA = 0; float percentageB = 0; float percentageC = 0; float percentageD = 0; float percentageE = 0; percentageA = meshLoader.loadSingleMeshes(); if (percentageA == 1) { percentageB = shaderLoader.loadSingleShaders(); } if (percentageB == 1) { percentageC = textureLoader.loadSingleTextures(); } if (percentageC == 1) { percentageD = materialLoader.loadSingleMaterials(); } if (percentageD == 1) { percentageE = templateLoader.loadSingleTemplates(); } loadingPercentage = (percentageA + percentageB + percentageC + percentageD + percentageE) / 5f; //loadingPercentage = (float)Math.Sqrt(loadingPercentage); if (loadingPercentage == 1) { //create cubemap buffers mCubemapBufferSets = new CubemapBufferSets(mScene, framebufferCreator, 128); mScene.envTextures = mCubemapBufferSets.outTextures; // create viewInfo for reflection waterViewInfo = new ViewInfo(); waterViewInfo.aspect = (float)Width / (float)Height; waterViewInfo.updateProjectionMatrix(); //set noise texture mScene.noiseTexture = textureLoader.getTexture("noise_pixel.png"); //set shaders for postprocessing mScene.ssaoShader = shaderLoader.getShader("ssao.xsp"); mScene.ssaoBlrShader = shaderLoader.getShader("ao_blur.xsp"); mScene.ssaoBlrShaderA = shaderLoader.getShader("ao_blur_a.xsp"); mScene.bloomCurveShader = shaderLoader.getShader("bloom_curve.xsp"); mScene.bloomShader = shaderLoader.getShader("bloom_shader.xsp"); mScene.dofpreShader = shaderLoader.getShader("dof_preshader.xsp"); mScene.dofShader = shaderLoader.getShader("dof_shader.xsp"); mScene.compositeShader = shaderLoader.getShader("composite.xsp"); mScene.ssaoBlendShader = shaderLoader.getShader("ssao_blend.xsp"); mScene.normalShader = shaderLoader.getShader("ssnormals.xsp"); mScene.selectionShader = shaderLoader.getShader("selection.xsp"); mScene.copycatShader = shaderLoader.getShader("backdrop.xsp"); mScene.wipingShader = shaderLoader.getShader("sMapWipe.xsp"); // spawn the player player = new Player(mScene, new Vector3(0, 3, 10), new Vector3(0, 0, -1), gameInput); mScene.sunLight.Parent = player; //player.setInput(gameInput); mScene.init(); // load objects saved in database mScene.loadObjects(); mScene.selectionShader = shaderLoader.getShader("selection.xsp"); mScene.ssNormalShader = shaderLoader.getShader("ssnormals.xsp"); mScene.ssNormalShaderNoTex = shaderLoader.getShader("ssnormals_notex.xsp"); state = GameState.Playing; } } }
internal void draw(FramebufferSet curFramebuffers, ViewInfo curView) { gameWindow.checkGlError("--uncaught ERROR entering Scene draw--"); RenderOptions renderOptions = curFramebuffers.renderOptions; GL.Enable(EnableCap.Blend); curFramebuffers.sceeneFramebuffer.enable(true); curFramebuffers.sceeneFramebuffer.Multisampeling = false; GL.Enable(EnableCap.Blend); drawSceene(Pass.normal, curView); GL.Disable(EnableCap.Blend); if (renderOptions.ssAmbientOccluison) { curFramebuffers.aoPreFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.ssaoPreShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, curFramebuffers.sceeneFramebuffer.DepthTexture }, Shader.Uniform.modelview_matrix, curView.modelviewMatrix); curFramebuffers.aoFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.ssaoShader, new int[] { curFramebuffers.aoPreFramebuffer.ColorTexture, getTextureId(Material.WorldTexture.noise) }); curFramebuffers.aoBlurFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.ssaoBlrShaderA, new int[] { curFramebuffers.aoFramebuffer.ColorTexture, curFramebuffers.aoBlurFramebuffer2.ColorTexture }); curFramebuffers.aoBlurFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.ssaoBlrShader, new int[] { curFramebuffers.aoBlurFramebuffer.ColorTexture }); } //reder defered information /* curFramebuffers.sceeneDefInfoFb.enable(true); drawSceene(Pass.defInfo, curView); */ //render defferd reflections curFramebuffers.reflectionFramebuffer.enable(true); mFilter2d.draw(ShaderTypes.reflectionShader, new int[] { Scene.envTextures[0], Scene.envTextures[1], Scene.envTextures[2], Scene.envTextures[3], Scene.envTextures[4], Scene.envTextures[5], curFramebuffers.sceeneFramebuffer.ColorTexture, }, Shader.Uniform.invMVPMatrix, curView.invModelviewProjectionMatrix); setTextureId(Material.WorldTexture.reflectionMap, curFramebuffers.reflectionFramebuffer.ColorTexture); //render defferedLight curFramebuffers.lightFramebuffer.enable(true); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); sunLight.drawable.draw(new int[]{ curFramebuffers.sceeneFramebuffer.ColorTexture, sunFrameBuffer.DepthTexture, sunInnerFrameBuffer.DepthTexture, getTextureId(Material.WorldTexture.noise), curFramebuffers.sceeneFramebuffer.DepthTexture }, ref curView); GL.Enable(EnableCap.CullFace); foreach (var light in spotlights) { light.drawable.draw(new int[]{ curFramebuffers.sceeneFramebuffer.ColorTexture, gameWindow.shadowFramebuffer.ColorTexture, 0, getTextureId(Material.WorldTexture.noise), curFramebuffers.sceeneFramebuffer.DepthTexture }, ref curView); } GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.CullFace); if (Settings.Instance.video.lightmapSmoothing) { setTextureId(Material.WorldTexture.lightMap, curFramebuffers.lightBlurFramebuffer.ColorTexture); curFramebuffers.lightBlurFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.lightBlurShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, curFramebuffers.lightFramebuffer.ColorTexture }); } else setTextureId(Material.WorldTexture.lightMap, curFramebuffers.lightFramebuffer.ColorTexture); curFramebuffers.sceeneFramebuffer.enable(false); drawSceene(Pass.diffuse, curView); GL.Enable(EnableCap.Blend); // copy scene to transparent fb -- we can do lookups curFramebuffers.sceeneBackdropFb.enable(true); mFilter2d.draw(ShaderTypes.copycatShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture }); // switch back to scene fb curFramebuffers.sceeneFramebuffer.enable(false); backdropTextures = new int[] { curFramebuffers.sceeneBackdropFb.ColorTexture, curFramebuffers.sceeneBackdropFb.DepthTexture }; if (renderOptions.ssAmbientOccluison) { mFilter2d.draw(ShaderTypes.ssaoBlendShader, new int[] { curFramebuffers.aoBlurFramebuffer2.ColorTexture, curFramebuffers.sceeneBackdropFb.ColorTexture }); } drawSceene(Pass.transparent, curView); curFramebuffers.selectionFb.enable(true); bool hasSelection = drawSceene(Pass.selection, curView); GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); Vector2 bloomSize = new Vector2(5, 2); if (hasSelection) { curFramebuffers.selectionblurFb.enable(false); mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.selectionFb.ColorTexture }, Shader.Uniform.in_vector, bloomSize); } curFramebuffers.selectionblurFb2.enable(true); if (hasSelection) mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.selectionblurFb.ColorTexture }, Shader.Uniform.in_vector, bloomSize); curFramebuffers.bloomFramebuffer2.Multisampeling = false; if (renderOptions.bloom) { curFramebuffers.bloomFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.bloomCurveShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture }); for (int i = 0; i < 2; i++) { curFramebuffers.bloomFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.bloomFramebuffer2.ColorTexture }, Shader.Uniform.in_vector, bloomSize); curFramebuffers.bloomFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.bloomFramebuffer.ColorTexture }, Shader.Uniform.in_vector, bloomSize); } } curFramebuffers.bloomFramebuffer2.Multisampeling = true; if (renderOptions.depthOfField) { curFramebuffers.dofPreFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.dofpreShader, new int[] { curFramebuffers.screenNormalFb.ColorTexture, curFramebuffers.sceeneBackdropFb.ColorTexture }, Shader.Uniform.in_vector, new Vector2(curView.getFocus(0.9f), 0.01f)); curFramebuffers.dofFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.dofShader, new int[] { curFramebuffers.dofPreFramebuffer.ColorTexture, getTextureId(Material.WorldTexture.noise) }); curFramebuffers.dofFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.dofShader, new int[] { curFramebuffers.dofFramebuffer.ColorTexture, getTextureId(Material.WorldTexture.noise) }); } curFramebuffers.outputFb.enable(false); curFramebuffers.sceeneFramebuffer.Multisampeling = true; int texture = curFramebuffers.sceeneFramebuffer.ColorTexture; if (curFramebuffers.aoPreFramebuffer != null) texture = curFramebuffers.lightBlurFramebuffer.ColorTexture; mFilter2d.draw(ShaderTypes.composite, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, curFramebuffers.bloomFramebuffer2.ColorTexture, curFramebuffers.selectionFb.ColorTexture, curFramebuffers.selectionblurFb2.ColorTexture, curFramebuffers.dofFramebuffer2.ColorTexture, texture}, Shader.Uniform.in_vector, compositeMod); gameWindow.checkGlError("--uncaught ERROR leaving Scene--"); }
public bool drawSceene(Pass currentPass, ViewInfo curView) { GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); if (currentPass == Pass.diffuse) { GL.Disable(EnableCap.Blend); foreach (Drawable curDrawable in drawables) { if ((curDrawable.renderlayer == RenderLayer.Solid) || (curDrawable.renderlayer == RenderLayer.Both)) { curDrawable.draw(curView, false); } } } if (currentPass == Pass.transparent) { GL.Enable(EnableCap.Blend); /* for (int i = drawables.Count - 1; i >= 0; i--) { if ((drawables[i].renderlayer == RenderLayer.Transparent)|| (drawables[i].renderlayer == RenderLayer.Both)) { drawables[i].draw(curView, true); } } * */ foreach (Drawable curDrawable in drawables) { if ((curDrawable.renderlayer == RenderLayer.Transparent) || (curDrawable.renderlayer == RenderLayer.Both)) { curDrawable.draw(curView, true); } } GL.Disable(EnableCap.Blend); } if (currentPass == Pass.shadow) { foreach (Drawable curDrawable in drawables) { curDrawable.drawShadow(curView); } } if (currentPass == Pass.selection) { bool hasSelection = false; foreach (Drawable curDrawable in drawables) { if (curDrawable.selectedSmooth > 0.01) { curDrawable.drawSelection(curView); hasSelection = true; } } return hasSelection; } if (currentPass == Pass.normal) { GL.Disable(EnableCap.Blend); foreach (Drawable curDrawable in drawables) { curDrawable.drawNormal(curView); } } if (currentPass == Pass.defInfo) { GL.Disable(EnableCap.Blend); foreach (Drawable curDrawable in drawables) { curDrawable.drawDefInfo(curView); } } GL.DepthMask(true); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); return false; }
protected override void OnUpdateFrame(FrameEventArgs e) { if (state == GameState.Playing || state == GameState.Menu) { // calculate mouse movement //gameInput.calcDelta(); // calculate frame Times frameTime += (float)e.Time; lastFrameDuration = (float)e.Time; // exit game? bool ESC = Keyboard[Key.Escape]; if (ESC && !prevESC) { if (state == GameState.Menu) { exitGame(); } if (state == GameState.Playing) { enterMenu(); } } prevESC = ESC; bool F5 = Keyboard[Key.F5]; if (F5 && !prevF5) { if (state == GameState.Playing) { textureLoader.GrabScreenshot(); } } prevF5 = F5; // call scene tree to update mScene.update(); } else if (state == GameState.Started) { //search for related files FileSeeker mFileSeeker = new FileSeeker(this); //create framebufferset for waterreflections waterFramebuffer = framebufferCreator.createFrameBuffer("waterFramebuffer", (int)(virtual_size.X * 0.5), (int)(virtual_size.Y * 0.5)); RenderOptions mOptionsWater = Settings.Instance.video.CreateRenderOptions(VideoSettings.Target.water); waterFramebufferSet = new FramebufferSet(framebufferCreator, waterFramebuffer, mOptionsWater); //crate shadow framebuffer shadowFramebuffer = framebufferCreator.createFrameBuffer(mScene.ShadowRes, mScene.ShadowRes, PixelInternalFormat.Rgba16f, false); //create main framebufferset RenderOptions mOptions = Settings.Instance.video.CreateRenderOptions(VideoSettings.Target.main); mainFramebufferSet = new FramebufferSet(framebufferCreator, framebufferCreator.defaultFb, mOptions); state = GameState.InitLoading; } else if (state == GameState.InitLoading) { //loading rutine - loads one object each time its called float percentageA = 0; float percentageB = 0; float percentageC = 0; float percentageD = 0; float percentageE = 0; percentageA = meshLoader.loadSingleMeshes(); if (percentageA == 1) { percentageB = shaderLoader.loadSingleShaders(); } if (percentageB == 1) { percentageC = textureLoader.loadSingleTextures(); } if (percentageC == 1) { percentageD = materialLoader.loadSingleMaterials(); } if (percentageD == 1) { percentageE = templateLoader.loadSingleTemplates(); } loadingPercentage = (percentageA + percentageB + percentageC + percentageD + percentageE) / 5f; //loadingPercentage = (float)Math.Sqrt(loadingPercentage); if (loadingPercentage == 1) { //cache results if (Settings.Instance.game.generateCache) { meshLoader.writeCacheFile(); shaderLoader.writeCacheFile(); //textureLoader.writeCacheFile(); materialLoader.writeCacheFile(); templateLoader.writeCacheFile(); } //create cubemap buffers mCubemapBufferSets = new CubemapBufferSets(mScene, framebufferCreator, 128); mScene.envTextures = mCubemapBufferSets.outTextures; // create viewInfo for reflection waterViewInfo = new ViewInfo(); waterViewInfo.aspect = (float)Width / (float)Height; waterViewInfo.updateProjectionMatrix(); //set noise texture mScene.setTextureId(Material.WorldTexture.noise, textureLoader.getTextureId("noise_pixel.png")); //set shaders for postprocessing /* now managed * mScene.ssaoPreShader = shaderLoader.getShader("ssMaker.xsp"); * mScene.ssaoShader = shaderLoader.getShader("ssao.xsp"); * mScene.ssaoBlrShader = shaderLoader.getShader("ao_blur.xsp"); * mScene.ssaoBlrShaderA = shaderLoader.getShader("ao_blur_a.xsp"); * mScene.bloomCurveShader = shaderLoader.getShader("bloom_curve.xsp"); * mScene.bloomShader = shaderLoader.getShader("bloom_shader.xsp"); * mScene.dofpreShader = shaderLoader.getShader("dof_preshader.xsp"); * mScene.dofShader = shaderLoader.getShader("dof_shader.xsp"); * mScene.compositeShader = shaderLoader.getShader("composite.xsp"); * mScene.ssaoBlendShader = shaderLoader.getShader("ssao_blend.xsp"); * mScene.copycatShader = shaderLoader.getShader("backdrop.xsp"); * mScene.wipingShader = shaderLoader.getShader("sMapWipe.xsp"); * mScene.reflectionShader = shaderLoader.getShader("defReflections.xsp"); * mScene.lightBlurShader = shaderLoader.getShader("lightBlur.xsp"); */ // managed setup of shaders mScene.setupShaders(); // spawn the player player = new Player(mScene, new Vector3(0, 3, 10), new Vector3(0, 0, -1), gameInput); mScene.init(); mScene.sunLight.Parent = player; // load objects saved in database mScene.loadObjects(); state = GameState.Playing; } } }
internal void draw(FramebufferSet curFramebuffers, ViewInfo curView) { gameWindow.checkGlError("--uncaught ERROR entering Scene--"); RenderOptions renderOptions = curFramebuffers.renderOptions; if (renderOptions.postProcessing) { GL.Enable(EnableCap.Blend); curFramebuffers.sceeneFramebuffer.enable(true); curFramebuffers.sceeneFramebuffer.Multisampeling = false; GL.Enable(EnableCap.Blend); drawSceene(Scene.NORMALPASS, curView); GL.Disable(EnableCap.Blend); if (renderOptions.ssAmbientOccluison) { curFramebuffers.aoFramebuffer.enable(false); mFilter2d.draw(ssaoShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, noiseTexture }); GL.Disable(EnableCap.Blend); curFramebuffers.aoBlurFramebuffer.enable(false); mFilter2d.draw(ssaoBlrShaderA, new int[] { curFramebuffers.aoFramebuffer.ColorTexture, noiseTexture, curFramebuffers.aoBlurFramebuffer2.ColorTexture}); curFramebuffers.aoBlurFramebuffer2.enable(false); mFilter2d.draw(ssaoBlrShader, new int[] { curFramebuffers.aoBlurFramebuffer.ColorTexture, noiseTexture }); } curFramebuffers.sceeneFramebuffer.enable(false); GL.Disable(EnableCap.Blend); drawSceene(Scene.NULLPASS, curView); GL.Enable(EnableCap.Blend); if (renderOptions.ssAmbientOccluison) { mFilter2d.draw(ssaoBlendShader, new int[] { curFramebuffers.aoBlurFramebuffer2.ColorTexture }); } // copy scene to transparent fb -- we can do lookups curFramebuffers.sceeneFramebufferTrans.enable(true); mFilter2d.draw(copycatShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture }); // switch back to scene fb curFramebuffers.sceeneFramebuffer.enable(false); backdropTextures = new int[] { curFramebuffers.sceeneFramebufferTrans.ColorTexture, curFramebuffers.sceeneFramebufferTrans.DepthTexture }; drawSceene(Scene.TRANSPARENTPASS, curView); curFramebuffers.selectionFb.enable(true); bool hasSelection = drawSceene(Scene.SELECTIONPASS, curView); GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); Vector2 bloomSize = new Vector2(80, 20); if (hasSelection) { curFramebuffers.selectionblurFb.enable(false); mFilter2d.draw(bloomShader, new int[] { curFramebuffers.selectionFb.ColorTexture }, bloomSize); } curFramebuffers.selectionblurFb2.enable(true); if (hasSelection) mFilter2d.draw(bloomShader, new int[] { curFramebuffers.selectionblurFb.ColorTexture }, bloomSize*0.2f); curFramebuffers.bloomFramebuffer2.Multisampeling = false; if (renderOptions.bloom) { curFramebuffers.bloomFramebuffer2.enable(false); mFilter2d.draw(bloomCurveShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture }); for (int i = 0; i < 2; i++) { curFramebuffers.bloomFramebuffer.enable(false); mFilter2d.draw(bloomShader, new int[] { curFramebuffers.bloomFramebuffer2.ColorTexture }, bloomSize); curFramebuffers.bloomFramebuffer2.enable(false); mFilter2d.draw(bloomShader, new int[] { curFramebuffers.bloomFramebuffer.ColorTexture }, bloomSize * 0.2f); bloomSize *= 2f; } } curFramebuffers.bloomFramebuffer2.Multisampeling = true; if (renderOptions.depthOfField) { curFramebuffers.dofPreFramebuffer.enable(false); mFilter2d.draw(dofpreShader, new int[] { curFramebuffers.screenNormalFb.ColorTexture, curFramebuffers.sceeneFramebufferTrans.ColorTexture }, new Vector2(curView.getFocus(0.9f), 0.01f)); curFramebuffers.dofFramebuffer.enable(false); mFilter2d.draw(dofShader, new int[] { curFramebuffers.dofPreFramebuffer.ColorTexture, noiseTexture }); curFramebuffers.dofFramebuffer2.enable(false); mFilter2d.draw(dofShader, new int[] { curFramebuffers.dofFramebuffer.ColorTexture, noiseTexture }); } curFramebuffers.outputFb.enable(false); //curFramebuffers.sceeneFramebuffer.Multisampeling = true; mFilter2d.draw(compositeShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, curFramebuffers.bloomFramebuffer2.ColorTexture, curFramebuffers.selectionFb.ColorTexture, curFramebuffers.selectionblurFb2.ColorTexture, curFramebuffers.dofFramebuffer2.ColorTexture, curFramebuffers.aoBlurFramebuffer2.ColorTexture}); gameWindow.checkGlError("--uncaught ERROR leaving Scene--"); } else { gameWindow.checkGlError("--uncaught ERROR entering Scene--"); curFramebuffers.outputFb.enable(true); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); drawSceene(Scene.NULLPASS, curView); // copy scene to transparent fb -- we can do lookups curFramebuffers.sceeneFramebufferTrans.enable(true); mFilter2d.draw(copycatShader, new int[] { curFramebuffers.outputFb.ColorTexture }); // switch back to scene fb curFramebuffers.outputFb.enable(false); backdropTextures = new int[] { curFramebuffers.sceeneFramebufferTrans.ColorTexture, curFramebuffers.sceeneFramebufferTrans.DepthTexture }; drawSceene(Scene.TRANSPARENTPASS, curView); GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); gameWindow.checkGlError("--uncaught ERROR leaving Scene--"); } }
public bool drawSceene(int currentPass, ViewInfo curView) { GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); if (currentPass == NULLPASS) { GL.Disable(EnableCap.Blend); foreach (Drawable curDrawable in drawables) { curDrawable.draw(curView,false); } } if (currentPass == TRANSPARENTPASS) { GL.Enable(EnableCap.Blend); for (int i = drawables.Count - 1; i >= 0; i--) { drawables[i].draw(curView, true); } } if (currentPass == SHADOWPASS) { foreach (Drawable curDrawable in drawables) { curDrawable.drawShadow(curView); } } if (currentPass == SELECTIONPASS) { bool hasSelection = false; foreach (Drawable curDrawable in drawables) { if (curDrawable.selectedSmooth > 0.01) { curDrawable.drawSelection(curView); hasSelection = true; } } return hasSelection; } if (currentPass == NORMALPASS) { GL.Disable(EnableCap.Blend); Shader SSNormalShader = ssNormalShader; mGroundPlane.draw(curView,ssNormalShaderNoTex); foreach (Drawable curDrawable in drawables) { curDrawable.drawNormal(curView); } } GL.DepthMask(true); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); return false; }
internal void draw(FramebufferSet curFramebuffers, ViewInfo curView) { gameWindow.checkGlError("--uncaught ERROR entering Scene draw--"); RenderOptions renderOptions = curFramebuffers.renderOptions; GL.Enable(EnableCap.Blend); curFramebuffers.sceeneFramebuffer.enable(true); curFramebuffers.sceeneFramebuffer.Multisampeling = false; GL.Enable(EnableCap.Blend); drawSceene(Pass.normal, curView); GL.Disable(EnableCap.Blend); if (renderOptions.ssAmbientOccluison) { curFramebuffers.aoPreFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.ssaoPreShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, curFramebuffers.sceeneFramebuffer.DepthTexture }, Shader.Uniform.modelview_matrix, curView.modelviewMatrix); curFramebuffers.aoFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.ssaoShader, new int[] { curFramebuffers.aoPreFramebuffer.ColorTexture, getTextureId(Material.WorldTexture.noise) }); curFramebuffers.aoBlurFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.ssaoBlrShaderA, new int[] { curFramebuffers.aoFramebuffer.ColorTexture, curFramebuffers.aoBlurFramebuffer2.ColorTexture }); curFramebuffers.aoBlurFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.ssaoBlrShader, new int[] { curFramebuffers.aoBlurFramebuffer.ColorTexture }); } //reder defered information /* * curFramebuffers.sceeneDefInfoFb.enable(true); * drawSceene(Pass.defInfo, curView); */ //render defferd reflections curFramebuffers.reflectionFramebuffer.enable(true); mFilter2d.draw(ShaderTypes.reflectionShader, new int[] { Scene.envTextures[0], Scene.envTextures[1], Scene.envTextures[2], Scene.envTextures[3], Scene.envTextures[4], Scene.envTextures[5], curFramebuffers.sceeneFramebuffer.ColorTexture, }, Shader.Uniform.invMVPMatrix, curView.invModelviewProjectionMatrix); setTextureId(Material.WorldTexture.reflectionMap, curFramebuffers.reflectionFramebuffer.ColorTexture); //render defferedLight curFramebuffers.lightFramebuffer.enable(true); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); sunLight.drawable.draw(new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, sunFrameBuffer.DepthTexture, sunInnerFrameBuffer.DepthTexture, getTextureId(Material.WorldTexture.noise), curFramebuffers.sceeneFramebuffer.DepthTexture }, ref curView); GL.Enable(EnableCap.CullFace); foreach (var light in spotlights) { light.drawable.draw(new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, gameWindow.shadowFramebuffer.ColorTexture, 0, getTextureId(Material.WorldTexture.noise), curFramebuffers.sceeneFramebuffer.DepthTexture }, ref curView); } GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.CullFace); if (Settings.Instance.video.lightmapSmoothing) { setTextureId(Material.WorldTexture.lightMap, curFramebuffers.lightBlurFramebuffer.ColorTexture); curFramebuffers.lightBlurFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.lightBlurShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, curFramebuffers.lightFramebuffer.ColorTexture }); } else { setTextureId(Material.WorldTexture.lightMap, curFramebuffers.lightFramebuffer.ColorTexture); } curFramebuffers.sceeneFramebuffer.enable(false); drawSceene(Pass.diffuse, curView); GL.Enable(EnableCap.Blend); // copy scene to transparent fb -- we can do lookups curFramebuffers.sceeneBackdropFb.enable(true); mFilter2d.draw(ShaderTypes.copycatShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture }); // switch back to scene fb curFramebuffers.sceeneFramebuffer.enable(false); backdropTextures = new int[] { curFramebuffers.sceeneBackdropFb.ColorTexture, curFramebuffers.sceeneBackdropFb.DepthTexture }; if (renderOptions.ssAmbientOccluison) { mFilter2d.draw(ShaderTypes.ssaoBlendShader, new int[] { curFramebuffers.aoBlurFramebuffer2.ColorTexture, curFramebuffers.sceeneBackdropFb.ColorTexture }); } drawSceene(Pass.transparent, curView); curFramebuffers.selectionFb.enable(true); bool hasSelection = drawSceene(Pass.selection, curView); GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); Vector2 bloomSize = new Vector2(5, 2); if (hasSelection) { curFramebuffers.selectionblurFb.enable(false); mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.selectionFb.ColorTexture }, Shader.Uniform.in_vector, bloomSize); } curFramebuffers.selectionblurFb2.enable(true); if (hasSelection) { mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.selectionblurFb.ColorTexture }, Shader.Uniform.in_vector, bloomSize); } curFramebuffers.bloomFramebuffer2.Multisampeling = false; if (renderOptions.bloom) { curFramebuffers.bloomFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.bloomCurveShader, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture }); for (int i = 0; i < 2; i++) { curFramebuffers.bloomFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.bloomFramebuffer2.ColorTexture }, Shader.Uniform.in_vector, bloomSize); curFramebuffers.bloomFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.bloomShader, new int[] { curFramebuffers.bloomFramebuffer.ColorTexture }, Shader.Uniform.in_vector, bloomSize); } } curFramebuffers.bloomFramebuffer2.Multisampeling = true; if (renderOptions.depthOfField) { curFramebuffers.dofPreFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.dofpreShader, new int[] { curFramebuffers.screenNormalFb.ColorTexture, curFramebuffers.sceeneBackdropFb.ColorTexture }, Shader.Uniform.in_vector, new Vector2(curView.getFocus(0.9f), 0.01f)); curFramebuffers.dofFramebuffer.enable(false); mFilter2d.draw(ShaderTypes.dofShader, new int[] { curFramebuffers.dofPreFramebuffer.ColorTexture, getTextureId(Material.WorldTexture.noise) }); curFramebuffers.dofFramebuffer2.enable(false); mFilter2d.draw(ShaderTypes.dofShader, new int[] { curFramebuffers.dofFramebuffer.ColorTexture, getTextureId(Material.WorldTexture.noise) }); } curFramebuffers.outputFb.enable(false); curFramebuffers.sceeneFramebuffer.Multisampeling = true; int texture = curFramebuffers.sceeneFramebuffer.ColorTexture; if (curFramebuffers.aoPreFramebuffer != null) { texture = curFramebuffers.lightBlurFramebuffer.ColorTexture; } mFilter2d.draw(ShaderTypes.composite, new int[] { curFramebuffers.sceeneFramebuffer.ColorTexture, curFramebuffers.bloomFramebuffer2.ColorTexture, curFramebuffers.selectionFb.ColorTexture, curFramebuffers.selectionblurFb2.ColorTexture, curFramebuffers.dofFramebuffer2.ColorTexture, texture }, Shader.Uniform.in_vector, compositeMod); gameWindow.checkGlError("--uncaught ERROR leaving Scene--"); }
public bool drawSceene(Pass currentPass, ViewInfo curView) { GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); if (currentPass == Pass.diffuse) { GL.Disable(EnableCap.Blend); foreach (Drawable curDrawable in drawables) { if ((curDrawable.renderlayer == RenderLayer.Solid) || (curDrawable.renderlayer == RenderLayer.Both)) { curDrawable.draw(curView, false); } } } if (currentPass == Pass.transparent) { GL.Enable(EnableCap.Blend); /* * for (int i = drawables.Count - 1; i >= 0; i--) * { * if ((drawables[i].renderlayer == RenderLayer.Transparent)|| * (drawables[i].renderlayer == RenderLayer.Both)) * { * drawables[i].draw(curView, true); * } * } * */ foreach (Drawable curDrawable in drawables) { if ((curDrawable.renderlayer == RenderLayer.Transparent) || (curDrawable.renderlayer == RenderLayer.Both)) { curDrawable.draw(curView, true); } } GL.Disable(EnableCap.Blend); } if (currentPass == Pass.shadow) { foreach (Drawable curDrawable in drawables) { curDrawable.drawShadow(curView); } } if (currentPass == Pass.selection) { bool hasSelection = false; foreach (Drawable curDrawable in drawables) { if (curDrawable.selectedSmooth > 0.01) { curDrawable.drawSelection(curView); hasSelection = true; } } return(hasSelection); } if (currentPass == Pass.normal) { GL.Disable(EnableCap.Blend); foreach (Drawable curDrawable in drawables) { curDrawable.drawNormal(curView); } } if (currentPass == Pass.defInfo) { GL.Disable(EnableCap.Blend); foreach (Drawable curDrawable in drawables) { curDrawable.drawDefInfo(curView); } } GL.DepthMask(true); GL.Disable(EnableCap.DepthTest); GL.Disable(EnableCap.CullFace); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); return(false); }