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; namespace Switch_Toolbox.Library.Rendering { 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(); } public void GenerateBrdfMap() { if (!IsBufferCreated()) GenerateFrameBuffer(); GL.UseProgram(BrdfShader.program); 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); } } }