void LightsourceSimplePass::setup(GraphicContext &gc) { Size viewport_size = viewport->get_size(); if (fb.is_null() || !gc.is_frame_buffer_owner(fb) || final_color.updated() || zbuffer.updated() || diffuse_color_gbuffer.updated()) { final_color.set(Texture2D(gc, viewport->get_width(), viewport->get_height(), tf_rgba16f)); fb = FrameBuffer(gc); fb.attach_color(0, final_color.get()); fb.attach_depth(zbuffer.get()); BlendStateDescription blend_desc; blend_desc.enable_blending(true); blend_desc.set_blend_function(blend_one, blend_one, blend_one, blend_one); blend_state = BlendState(gc, blend_desc); DepthStencilStateDescription icosahedron_depth_stencil_desc; icosahedron_depth_stencil_desc.enable_depth_write(false); icosahedron_depth_stencil_desc.enable_depth_test(true); icosahedron_depth_stencil_desc.set_depth_compare_function(compare_lequal); icosahedron_depth_stencil_state = DepthStencilState(gc, icosahedron_depth_stencil_desc); RasterizerStateDescription icosahedron_rasterizer_desc; icosahedron_rasterizer_desc.set_culled(true); icosahedron_rasterizer_state = RasterizerState(gc, icosahedron_rasterizer_desc); DepthStencilStateDescription rect_depth_stencil_desc; rect_depth_stencil_desc.enable_depth_write(false); rect_depth_stencil_desc.enable_depth_test(false); rect_depth_stencil_state = DepthStencilState(gc, rect_depth_stencil_desc); RasterizerStateDescription rect_rasterizer_desc; rect_rasterizer_desc.set_culled(false); rect_rasterizer_state = RasterizerState(gc, rect_rasterizer_desc); uniforms = UniformVector<Uniforms>(gc, 1); icosahedron_prim_array = PrimitivesArray(gc); icosahedron_prim_array.set_attributes(0, icosahedron->vertices); Vec4f positions[6] = { Vec4f(-1.0f, -1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, -1.0f, 1.0f, 1.0f), Vec4f(-1.0f, 1.0f, 1.0f, 1.0f), Vec4f( 1.0f, 1.0f, 1.0f, 1.0f) }; rect_positions = VertexArrayVector<Vec4f>(gc, positions, 6); rect_prim_array = PrimitivesArray(gc); rect_prim_array.set_attributes(0, rect_positions); } }
void ParticleEmitterPass::setup(GraphicContext &gc) { if (program.is_null()) { std::string vertex_filename = PathHelp::combine(shader_path, "ParticleEmitter/vertex.hlsl"); std::string fragment_filename = PathHelp::combine(shader_path, "ParticleEmitter/fragment.hlsl"); program = ProgramObject::load(gc, vertex_filename, fragment_filename); program.bind_attribute_location(0, "AttrPosition"); program.bind_frag_data_location(0, "FragColor"); if (!program.link()) throw Exception(string_format("Particle emitter program failed to link: %1", program.get_info_log())); program.set_uniform_buffer_index("Uniforms", 0); program.set_uniform1i("NormalZTexture", 0); program.set_uniform1i("InstanceTexture", 1); program.set_uniform1i("ParticleTexture", 2); program.set_uniform1i("ParticleSampler", 2); program.set_uniform1i("ColorGradientTexture", 3); program.set_uniform1i("ColorGradientSampler", 3); billboard_positions = VertexArrayVector<Vec3f>(gc, cpu_billboard_positions, 6); } Size viewport_size = viewport->get_size(); if (fb.is_null() || !gc.is_frame_buffer_owner(fb) || final_color.updated() || zbuffer.updated()) { fb = FrameBuffer(gc); fb.attach_color(0, final_color.get()); fb.attach_depth(zbuffer.get()); BlendStateDescription blend_desc; blend_desc.enable_blending(true); blend_desc.set_blend_function(blend_src_alpha, blend_one_minus_src_alpha, blend_zero, blend_zero); blend_state = BlendState(gc, blend_desc); DepthStencilStateDescription depth_stencil_desc; depth_stencil_desc.enable_depth_write(false); depth_stencil_desc.enable_depth_test(true); depth_stencil_desc.set_depth_compare_function(compare_lequal); depth_stencil_state = DepthStencilState(gc, depth_stencil_desc); RasterizerStateDescription rasterizer_desc; rasterizer_desc.set_culled(false); rasterizer_state = RasterizerState(gc, rasterizer_desc); prim_array = PrimitivesArray(gc); prim_array.set_attributes(0, billboard_positions); } }
void BloomPass::setup_bloom_extract(GraphicContext &gc) { Size viewport_size = viewport->get_size(); Size bloom_size = viewport_size / 2; if (bloom_contribution->is_null() || bloom_contribution->get_size() != bloom_size || !gc.is_frame_buffer_owner(fb_bloom_extract)) { bloom_contribution.set(Texture2D(gc, bloom_size.width, bloom_size.height, tf_rgba8)); fb_bloom_extract = FrameBuffer(gc); fb_bloom_extract.attach_color(0, bloom_contribution.get()); bloom_blur.output.set(fb_bloom_extract); } }