Beispiel #1
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            LoadGLTextures();

            GL.Enable(All.Texture2D);
            GL1.ShadeModel(All1.Smooth);                                                                // Enables Smooth Shading
            GL.ClearColor(0.0f, 0.0f, 0.0f, 0.5f);                                                      // Black Background

            // Create a depth renderbuffer
            uint depthRenderBuffer = 0;

            GL.GenRenderbuffers(1, ref depthRenderBuffer);
            GL.BindRenderbuffer(All.Renderbuffer, depthRenderBuffer);

            // Allocate storage for the new renderbuffer
            GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent16, Size.Width, Size.Height);

            // Attach the renderbuffer to the framebuffer's depth attachment point
            GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, depthRenderBuffer);

            GL1.ClearDepth(1.0f);                                                       // Depth Buffer Setup
            GL1.Enable(All1.DepthTest);                                                 // Enables Depth Testing
            GL1.DepthFunc(All1.Lequal);                                                 // The Type Of Depth Test To Do

            GL1.Hint(All1.PerspectiveCorrectionHint, All1.Nicest);                      // Really Nice Perspective Calculations

            GL1.Light(All1.Light0, All1.Ambient, LightAmbient);                         // Setup The Ambient Light
            GL1.Light(All1.Light0, All1.Diffuse, LightDiffuse);                         // Setup The Diffuse Light
            GL1.Light(All1.Light0, All1.Position, LightPosition);                       // Position The Light
            GL1.Enable(All1.Light0);

            GL1.Color4(1.0f, 1.0f, 1.0f, 0.5f);                                                         // Full Brightness, 50% Alpha ( NEW )
            GL1.BlendFunc(All1.SrcAlpha, All1.One);                                                     // Blending Function For Translucency Based On Source Alpha Value ( NEW )
        }
Beispiel #2
0
        private void End11()
        {
            // Disable Blending by default = BlendState.Opaque
            GL11.Disable(All11.Blend);

            // set the blend mode
            if (_blendState == BlendState.NonPremultiplied)
            {
                GL11.BlendFunc(All11.One, All11.OneMinusSrcAlpha);
                GL11.Enable(All11.Blend);
            }

            if (_blendState == BlendState.AlphaBlend)
            {
                GL11.BlendFunc(All11.SrcAlpha, All11.OneMinusSrcAlpha);
                GL11.Enable(All11.Blend);
            }

            if (_blendState == BlendState.Additive)
            {
                GL11.BlendFunc(All11.SrcAlpha, All11.One);
                GL11.Enable(All11.Blend);
            }

            // set camera
            GL11.MatrixMode(All11.Projection);
            GL11.LoadIdentity();

            // Switch on the flags.
            switch (this.graphicsDevice.PresentationParameters.DisplayOrientation)
            {
            case DisplayOrientation.LandscapeLeft:
            {
                GL11.Rotate(-90, 0, 0, 1);
                GL11.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1);
                break;
            }

            case DisplayOrientation.LandscapeRight:
            {
                GL11.Rotate(90, 0, 0, 1);
                GL11.Ortho(0, this.graphicsDevice.Viewport.Height, this.graphicsDevice.Viewport.Width, 0, -1, 1);
                break;
            }

            case DisplayOrientation.PortraitUpsideDown:
            {
                GL11.Rotate(180, 0, 0, 1);
                GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);
                break;
            }

            default:
            {
                GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);
                break;
            }
            }

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RenderState.ScissorTestEnable)
            {
                GL11.Enable(All11.ScissorTest);
            }

            GL11.MatrixMode(All11.Modelview);

            GL11.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RenderState.ScissorTestEnable)
            {
                GL11.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height);
            }

            GL11.LoadMatrix(ref _matrix.M11);

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GL11.Disable(All11.DepthTest);
            GL11.TexEnv(All11.TextureEnv, All11.TextureEnvMode, (int)All11.BlendSrc);
            GL11.Enable(All11.Texture2D);
            GL11.EnableClientState(All11.VertexArray);
            GL11.EnableClientState(All11.ColorArray);
            GL11.EnableClientState(All11.TextureCoordArray);

            // Enable Culling for better performance
            GL11.Enable(All11.CullFace);
            GL11.FrontFace(All11.Cw);
            GL11.Color4(1.0f, 1.0f, 1.0f, 1.0f);

            _batcher.DrawBatch11(_sortMode);
        }
Beispiel #3
0
        public void EndGL11()
        {
            // Disable Blending by default = BlendState.Opaque
            GL11.Disable(ALL11.Blend);

            // set the blend mode
            if (_blendState == BlendState.NonPremultiplied)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.AlphaBlend)
            {
                GL11.BlendFunc(ALL11.One, ALL11.OneMinusSrcAlpha);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Additive)
            {
                GL11.BlendFunc(ALL11.SrcAlpha, ALL11.One);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Multiply)
            {
                GL11.BlendFunc(ALL11.DstColor, ALL11.Zero);
                GL11.Enable(ALL11.Blend);
            }

            if (_blendState == BlendState.Multiplyx2)
            {
                GL11.BlendFunc(ALL11.DstColor, ALL11.SrcColor);
                GL11.Enable(ALL11.Blend);
            }

            // set camera
            GL11.MatrixMode(ALL11.Projection);
            GL11.LoadIdentity();

            GL11.Ortho(0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height, 0, -1, 1);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Enable(ALL11.ScissorTest);
            }


            GL11.MatrixMode(ALL11.Modelview);

            GL11.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height);

            // Enable Scissor Tests if necessary
            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Scissor(this.graphicsDevice.ScissorRectangle.X, this.graphicsDevice.ScissorRectangle.Y, this.graphicsDevice.ScissorRectangle.Width, this.graphicsDevice.ScissorRectangle.Height);
            }

            GL11.LoadMatrix(ref _matrix.M11);

            // Initialize OpenGL states (ideally move this to initialize somewhere else)
            GL11.Disable(ALL11.DepthTest);
            GL11.TexEnv(ALL11.TextureEnv, ALL11.TextureEnvMode, (int)ALL11.BlendSrc);
            GL11.Enable(ALL11.Texture2D);
            GL11.EnableClientState(ALL11.VertexArray);
            GL11.EnableClientState(ALL11.ColorArray);
            GL11.EnableClientState(ALL11.TextureCoordArray);

            // No need to cull sprites. they will all be same-facing by construction.
            // Plus, setting frontface to Clockwise is a troll move.
            GLStateManager.Cull(CullMode.None);
            GL11.Color4(1.0f, 1.0f, 1.0f, 1.0f);

            _batcher.DrawBatchGL11(_sortMode, _samplerState);

            if (this.graphicsDevice.RasterizerState.ScissorTestEnable)
            {
                GL11.Disable(ALL11.ScissorTest);
            }
        }