Beispiel #1
0
        public void Render(List <ViewEntity> entities, float time, ITransformation camera)
        {
            UpdateInstancing(entities);

            var arrTrans = new Dictionary <Enums.EntityType, Matrix4x4[]>();

            foreach (var transform in _transforms)
            {
                arrTrans.Add(transform.Key, transform.Value.ToArray());
            }

            _renderInstanceGroup.UpdateGeometry(arrTrans);

            _deferred.Draw(_renderState, camera, _instanceCounts, _textures, _normalMaps, _heightMaps, _intensities, _disableBackFaceCulling, time);

            _directShadowMap.Draw(_renderState, camera, _instanceCounts, _deferred.Depth, _lights[0].Direction, _disableBackFaceCulling, _deferred.Position, _deferred.Normal);
            _blurredShadowMap.Draw(_directShadowMap.Output);

            _environmentMap.CreateMap(entities[2], _renderState, 0, arrTrans, _instanceCounts, _textures, _normalMaps, _heightMaps, _intensities, _disableBackFaceCulling, _lights, camera, time);
            _environmentMap.Draw(_renderState, _deferred.Depth);
            _addEnvMap.Draw(_deferred.Color, _environmentMap.Output, 0.5f);

            _lighting.Draw(camera, _addEnvMap.Output, _deferred.Normal, _deferred.Position, _blurredShadowMap.Output, _deferred.IntensityMap, _lights);

            //_addProjectileColor.Draw(_deferred.ProjectileDepth, _deferred.Depth, _deferred.ProjectileColor, _lighting.Output, _deferred.ProjectileColor, _lighting.Output, _deferred.ProjectileColor, _lighting.Output, _deferred.ProjectileColor, _lighting.Output);

            _sphereCut.Draw(camera, _lighting.Output, _deferred.Depth);

            _skybox.Draw(camera);
            _addSkybox.Draw(_skybox.Output, _sphereCut.Output);

            if (Bloom)
            {
                _bloom.Draw(_addSkybox.Output);
                _ssaoWithBlur.Draw(_deferred.Depth, _bloom.Output);
            }
            else
            {
                _ssaoWithBlur.Draw(_deferred.Depth, _addSkybox.Output);
            }


            TextureDrawer.Draw(_ssaoWithBlur.Output);
        }