mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-22 20:43:09 +00:00
107 lines
4 KiB
C#
107 lines
4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using GL_EditorFramework.Interfaces;
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using GL_EditorFramework.GL_Core;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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namespace Switch_Toolbox.Library.Rendering
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{
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public class PBRMapGenerator
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{
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public int BrdfLUTMap = -1;
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private ShaderProgram BrdfShader;
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private int captureFBO = 1;
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private int captureRBO = 1;
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private bool IsBufferCreated()
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{
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return (captureFBO != -1 && captureRBO != -1);
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}
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private void GenerateFrameBuffer()
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{
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// setup framebuffer
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GL.GenFramebuffers(1, out captureFBO);
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GL.GenFramebuffers(1, out captureRBO);
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}
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public void GeneratImageBasedLightingMap()
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{
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// enable seamless cubemap sampling for lower mip levels in the pre-filter map.
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GL.Enable(EnableCap.TextureCubeMapSeamless);
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if (!IsBufferCreated())
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GenerateFrameBuffer();
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}
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public void GenerateBrdfMap(GLControl control)
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{
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if (!IsBufferCreated())
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GenerateFrameBuffer();
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BrdfShader.Use(control);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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RenderQuad();
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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BrdfLUTMap = LoadBrdfLUTTexture();
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, captureFBO);
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GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, captureRBO);
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GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent24, 512, 512);
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GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, BrdfLUTMap, 0);
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Matrix4 proj = Matrix4.Identity;
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}
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public static int LoadBrdfLUTTexture()
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{
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int texture;
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GL.GenTextures(1, out texture);
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GL.BindTexture(TextureTarget.Texture2D, texture);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rg32f, 512, 512, 0, OpenTK.Graphics.OpenGL.PixelFormat.Rg, PixelType.Float, (IntPtr)0);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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return texture;
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}
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private static void RenderQuad()
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{
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int quadVAO = 0;
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int quadVBO;
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if (quadVAO == 0)
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{
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float[] vertices = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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GL.GenVertexArrays(1, out quadVAO);
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GL.GenBuffers(1, out quadVBO);
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GL.BindVertexArray(quadVAO);
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GL.BindBuffer(BufferTarget.ArrayBuffer, quadVBO);
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GL.BufferData(BufferTarget.ArrayBuffer, 4 * vertices.Length, vertices, BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(0);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 5 * sizeof(float), (IntPtr)0);
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GL.EnableVertexAttribArray(1);
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), (IntPtr)(3 * sizeof(float)));
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}
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GL.BindVertexArray(quadVAO);
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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GL.BindVertexArray(0);
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}
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}
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}
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