示例#1
0
	void init_heights(void)
	{
		ProgramUniformSampler(display_prog, "Heights").Set(1);
		ProgramUniformSampler(shadow_prog, "Heights").Set(1);
		heights.target = Texture::Target::_2D;
		heights.BindMulti(1, Texture::Target::_2D);
		heights.Image2D(
			0,
			PixelDataInternalFormat::DepthComponent32,
			side, side,
			0,
			PixelDataFormat::DepthComponent,
			PixelDataType::Float,
			nullptr
		);
		heights.BorderColor(Vec4f(1,1,1,1));
		heights.MinFilter(TextureMinFilter::Nearest);
		heights.MagFilter(TextureMagFilter::Nearest);
		heights.WrapS(TextureWrap::ClampToBorder);
		heights.WrapT(TextureWrap::ClampToBorder);

		heights_fbo.target = Framebuffer::Target::Draw;
		heights_fbo.AttachTexture(FramebufferAttachment::Depth, heights, 0);
		heights_fbo.Complete();
	}
示例#2
0
	void init_shadows(void)
	{
		ProgramUniformSampler(display_prog, "Shadows").Set(2);
		shadows.target = Texture::Target::_2D;
		shadows.BindMulti(2, Texture::Target::_2D);
		shadows.Image2D(
			0,
			PixelDataInternalFormat::DepthComponent32,
			shadow_size, shadow_size,
			0,
			PixelDataFormat::DepthComponent,
			PixelDataType::Float,
			nullptr
		);
		shadows.BorderColor(Vec4f(1,1,1,1));
		shadows.MinFilter(TextureMinFilter::Linear);
		shadows.MagFilter(TextureMagFilter::Linear);
		shadows.WrapS(TextureWrap::ClampToBorder);
		shadows.WrapT(TextureWrap::ClampToBorder);
		shadows.CompareMode(TextureCompareMode::CompareRefToTexture);

		shadows_fbo.target = Framebuffer::Target::Draw;
		shadows_fbo.AttachTexture(FramebufferAttachment::Depth, shadows, 0);
		shadows_fbo.Complete();
	}
示例#3
0
	void init_offsets(void)
	{
		std::vector<GLfloat> offset_data(side*side*2);

		auto p = offset_data.begin();

		for(GLuint j=0; j!=side; ++j)
		{
			GLfloat v = j/GLfloat(side-1) - 0.5f;
			for(GLuint i=0; i!=side; ++i)
			{
				GLfloat u = i/GLfloat(side-1) - 0.5f;
				*p++ = u*side;
				*p++ = v*side;
			}
		}

		ProgramUniformSampler(display_prog, "Offsets").Set(0);
		ProgramUniformSampler(shadow_prog, "Offsets").Set(0);
		offsets.target = Texture::Target::_2D;
		offsets.BindMulti(0, Texture::Target::_2D);
		offsets.Image2D(
			0,
			PixelDataInternalFormat::RG32F,
			side, side,
			0,
			PixelDataFormat::RG,
			PixelDataType::Float,
			offset_data.data()
		);
		offsets.MinFilter(TextureMinFilter::Nearest);
		offsets.MagFilter(TextureMagFilter::Nearest);
		offsets.WrapS(TextureWrap::ClampToBorder);
		offsets.WrapT(TextureWrap::ClampToBorder);
	}
示例#4
0
	Field(const images::Image& map, const Program& prog)
	 : gl()
	{
		const GLuint w = map.Width();
		const GLuint h = map.Height();
		const GLuint d = map.Depth();
		const GLuint c = 3;

		radius = std::sqrt(GLfloat(w*w+h*h+d*d))*0.5f;

		vert_count = w*h*d;

		std::vector<GLfloat> pos_data(w*h*d*c);
		std::vector<GLuint>  tec_data(w*h*d*c);

		GLfloat xo = w * 0.5f;
		GLfloat yo = h * 0.5f;
		GLfloat zo = d * 0.5f;

		for(GLuint z=0; z!=d; ++z)
		{
			for(GLuint y=0; y!=h; ++y)
			{
				for(GLuint x=0; x!=w; ++x)
				{
					GLuint k = z*w*h*c+y*w*c+x*c;
					pos_data[k+0] = x-xo;
					pos_data[k+1] = y-yo;
					pos_data[k+2] = z-zo;

					tec_data[k+0] = x;
					tec_data[k+1] = y;
					tec_data[k+2] = z;
				}
			}
		}

		positions.Data(pos_data);
		texcoords.Data(tec_data);

		DSAVertexArrayAttribEXT(vao, prog, "Position")
			.Setup<Vector<GLfloat, 3>>(positions)
			.Enable();

		DSAVertexArrayAttribEXT(vao, prog, "TexCoord")
			.Setup<Vector<GLuint, 3>>(texcoords)
			.Enable();


		ProgramUniformSampler(prog, "Pattern").Set(1);
		pattern.BindMulti(1, Texture::Target::_3D);
		pattern.Image3D(map);
		pattern.MinFilter(TextureMinFilter::Nearest);
		pattern.MagFilter(TextureMagFilter::Nearest);
		pattern.WrapS(TextureWrap::ClampToBorder);
		pattern.WrapT(TextureWrap::ClampToBorder);
		pattern.WrapR(TextureWrap::ClampToBorder);
		pattern.BorderColor(Vec4f(0,0,0,1));


		ProgramUniformSampler(prog, "FadeMap").Set(2);
		fademap.BindMulti(2, Texture::Target::_3D);
		fademap.Image3D(images::RandomRedUByte(
			map.Width(),
			map.Height(),
			map.Depth()
		));
		fademap.MinFilter(TextureMinFilter::Nearest);
		fademap.MagFilter(TextureMagFilter::Nearest);
		fademap.WrapS(TextureWrap::ClampToBorder);
		fademap.WrapT(TextureWrap::ClampToBorder);
		fademap.WrapR(TextureWrap::ClampToBorder);
		fademap.BorderColor(Vec4f(0,0,0,1));
	}