2019-05-16 20:01:22 +00:00
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
using System.Text;
|
|
|
|
|
using System.Threading.Tasks;
|
|
|
|
|
using GL_EditorFramework.Interfaces;
|
|
|
|
|
using GL_EditorFramework.GL_Core;
|
|
|
|
|
using OpenTK.Graphics.OpenGL;
|
|
|
|
|
using OpenTK;
|
|
|
|
|
|
2019-07-16 21:35:21 +00:00
|
|
|
|
namespace Toolbox.Library.Rendering
|
2019-05-16 20:01:22 +00:00
|
|
|
|
{
|
|
|
|
|
public class PBRMapGenerator
|
|
|
|
|
{
|
|
|
|
|
public int BrdfLUTMap = -1;
|
|
|
|
|
|
|
|
|
|
private ShaderProgram BrdfShader;
|
|
|
|
|
|
|
|
|
|
private int captureFBO = 1;
|
|
|
|
|
private int captureRBO = 1;
|
|
|
|
|
|
|
|
|
|
private bool IsBufferCreated()
|
|
|
|
|
{
|
|
|
|
|
return (captureFBO != -1 && captureRBO != -1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void GenerateFrameBuffer()
|
|
|
|
|
{
|
|
|
|
|
// setup framebuffer
|
|
|
|
|
GL.GenFramebuffers(1, out captureFBO);
|
|
|
|
|
GL.GenFramebuffers(1, out captureRBO);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void GeneratImageBasedLightingMap()
|
|
|
|
|
{
|
|
|
|
|
// enable seamless cubemap sampling for lower mip levels in the pre-filter map.
|
|
|
|
|
GL.Enable(EnableCap.TextureCubeMapSeamless);
|
|
|
|
|
|
|
|
|
|
if (!IsBufferCreated())
|
|
|
|
|
GenerateFrameBuffer();
|
|
|
|
|
}
|
|
|
|
|
|
2019-06-19 21:05:44 +00:00
|
|
|
|
public void GenerateBrdfMap(GLControl control)
|
2019-05-16 20:01:22 +00:00
|
|
|
|
{
|
|
|
|
|
if (!IsBufferCreated())
|
|
|
|
|
GenerateFrameBuffer();
|
|
|
|
|
|
2019-06-19 21:05:44 +00:00
|
|
|
|
BrdfShader.Use(control);
|
2019-05-16 20:01:22 +00:00
|
|
|
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
|
|
|
|
RenderQuad();
|
|
|
|
|
|
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
|
|
|
|
|
|
|
|
|
|
BrdfLUTMap = LoadBrdfLUTTexture();
|
|
|
|
|
|
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, captureFBO);
|
|
|
|
|
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, captureRBO);
|
|
|
|
|
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent24, 512, 512);
|
|
|
|
|
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, BrdfLUTMap, 0);
|
|
|
|
|
|
|
|
|
|
Matrix4 proj = Matrix4.Identity;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static int LoadBrdfLUTTexture()
|
|
|
|
|
{
|
|
|
|
|
int texture;
|
|
|
|
|
GL.GenTextures(1, out texture);
|
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, texture);
|
|
|
|
|
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rg32f, 512, 512, 0, OpenTK.Graphics.OpenGL.PixelFormat.Rg, PixelType.Float, (IntPtr)0);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
|
|
|
|
|
|
|
|
|
return texture;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void RenderQuad()
|
|
|
|
|
{
|
|
|
|
|
int quadVAO = 0;
|
|
|
|
|
int quadVBO;
|
|
|
|
|
if (quadVAO == 0)
|
|
|
|
|
{
|
|
|
|
|
float[] vertices = {
|
|
|
|
|
// positions // texture Coords
|
|
|
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
GL.GenVertexArrays(1, out quadVAO);
|
|
|
|
|
GL.GenBuffers(1, out quadVBO);
|
|
|
|
|
GL.BindVertexArray(quadVAO);
|
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, quadVBO);
|
|
|
|
|
GL.BufferData(BufferTarget.ArrayBuffer, 4 * vertices.Length, vertices, BufferUsageHint.StaticDraw);
|
|
|
|
|
GL.EnableVertexAttribArray(0);
|
|
|
|
|
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), (IntPtr)0);
|
|
|
|
|
GL.EnableVertexAttribArray(1);
|
|
|
|
|
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), (IntPtr)(3 * sizeof(float)));
|
|
|
|
|
}
|
|
|
|
|
GL.BindVertexArray(quadVAO);
|
|
|
|
|
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
|
|
|
|
GL.BindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|