Beispiel #1
0
 /// <summary>
 /// Renders the entire GameEngine2D.
 /// </summary>
 private void Render()
 {
     GraphicsUtil.CheckError("Render - Pre");
     if (!UseLightEngine)
     {
         GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
         GL.Disable(EnableCap.DepthTest);
         GL.DepthMask(false);
         GL.Viewport(0, 0, Window.Width / Pixelation, Window.Height / Pixelation);
         Shaders.ColorMult2DShader.Bind();
         MainRenderContext.CalcShadows = false;
         Scaler = OriginalScaler;
         Adder  = OriginalAdder;
         GL.Uniform3(ShaderLocations.Common2D.SCALER, new Vector3(Scaler.X, Scaler.Y, MainRenderContext.AspectHelper));
         GL.Uniform2(2, ref Adder);
         MainRenderContext.Scaler = Scaler;
         MainRenderContext.Adder  = Adder;
         RenderAll(false, null);
         return;
     }
     GraphicsUtil.CheckError("Render - Begin");
     if (Lights.Count > 0)
     {
         GL.BindFramebuffer(FramebufferTarget.Framebuffer, Lights[0].FBO);
         GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
     }
     // TODO: Discard fully out-of-view lights!
     if (OneDLights)
     {
         Shader_Lightmap1D.Bind();
         GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.Zero);
         GL.Enable(EnableCap.DepthTest);
         GL.DepthMask(true);
     }
     else
     {
         Shader_Lightmap.Bind();
     }
     GraphicsUtil.CheckError("Render - Before Light Precalcer");
     MainRenderContext.CalcShadows = true;
     for (int i = 0; i < Lights.Count; i++)
     {
         Lights[i].PrepareLightmap();
         GraphicsUtil.CheckError("Render - Light Precalcer (Prep)");
         Scaler = Lights[i].GetScaler();
         GL.Uniform3(ShaderLocations.Common2D.SCALER, new Vector3(Scaler.X, Scaler.Y, MainRenderContext.AspectHelper));
         GL.Uniform2(2, Adder = Lights[i].GetAdder());
         if (OneDLights)
         {
             GL.ClearBuffer(ClearBuffer.Depth, 0, new float[] { 1f });
             GL.Uniform4(21, new Vector4(ViewCenterInverse.X / OriginalScaler.X, Math.Max(OriginalScaler.X, OriginalScaler.Y), ViewCenterInverse.Y / OriginalScaler.Y + 1.0f, Lights[i].IsSkyLight ? 1.0f : 0.0f));
         }
         MainRenderContext.Scaler = Scaler;
         MainRenderContext.Adder  = Adder;
         GraphicsUtil.CheckError("Render - Light Precalcer");
         RenderAll(true, Lights[i].ShouldShadow);
     }
     if (OneDLights)
     {
         GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
         GL.Disable(EnableCap.DepthTest);
         GL.DepthMask(false);
     }
     MainRenderContext.CalcShadows = false;
     GraphicsUtil.CheckError("Render - Lights precalced");
     GL.Viewport(0, 0, Window.Width / Pixelation, Window.Height / Pixelation);
     Shaders.ColorMult2DShader.Bind();
     GL.BindFramebuffer(FramebufferTarget.Framebuffer, c_FBO);
     GL.ClearBuffer(ClearBuffer.Color, 0, new float[] { 0, 0, 0, 1 });
     Scaler = OriginalScaler;
     Adder  = OriginalAdder;
     GL.Uniform3(ShaderLocations.Common2D.SCALER, new Vector3(Scaler.X, Scaler.Y, MainRenderContext.AspectHelper));
     GL.Uniform2(2, ref Adder);
     MainRenderContext.Scaler = Scaler;
     MainRenderContext.Adder  = Adder;
     GraphicsUtil.CheckError("Render - Lights prepped");
     RenderAll(false, null);
     if (OneDLights)
     {
         Shader_ApplyLights1D.Bind();
     }
     else
     {
         Shader_Combine.Bind();
     }
     GL.BindFramebuffer(FramebufferTarget.Framebuffer, l_FBO);
     GL.ClearBuffer(ClearBuffer.Color, 0, new float[] { 0, 0, 0, 1 });
     Scaler = Vector2.One;
     Adder  = Vector2.Zero;
     GL.Uniform3(ShaderLocations.Common2D.SCALER, new Vector3(Scaler.X, Scaler.Y, MainRenderContext.AspectHelper));
     GL.Uniform2(2, ref Adder);
     MainRenderContext.Scaler = Scaler;
     MainRenderContext.Adder  = Adder;
     MainRenderContext.Engine = this;
     GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);
     GraphicsUtil.CheckError("Render - Setup Lights combine");
     for (int i = 0; i < Lights.Count; i++)
     {
         GL.Uniform2(3, Lights[i].GetSecondScaler(MainRenderContext));
         GL.Uniform2(4, Lights[i].GetSecondAdder(MainRenderContext));
         GL.Uniform4(6, new Vector4(Lights[i].Color.R, Lights[i].Color.G, Lights[i].Color.B, Lights[i].Color.A));
         if (!OneDLights)
         {
             GL.Uniform1(5, (float)Lights[i].Width);
             GL.Uniform1(8, Lights[i].SubDivider);
         }
         else
         {
             GL.Uniform1(8, Lights[i].ExtraLightDist);
             GL.Uniform4(21, new Vector4(ViewCenterInverse.X / OriginalScaler.X, Math.Max(OriginalScaler.X, OriginalScaler.Y), ViewCenterInverse.Y / OriginalScaler.Y + 1.0f, Lights[i].IsSkyLight ? 1.0f : 0.0f));
         }
         GL.BindTexture(OneDLights ? TextureTarget.Texture1D : TextureTarget.Texture2D, Lights[i].FBO_Tex);
         RenderHelper.RenderRectangle(MainRenderContext, -1, -1, 1, 1);
     }
     GraphicsUtil.CheckError("Render - Lights combined");
     GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
     GL.ActiveTexture(TextureUnit.Texture1);
     GL.BindTexture(TextureTarget.Texture2D, l_FBO_Tex);
     GL.ActiveTexture(TextureUnit.Texture0);
     GL.BindTexture(TextureTarget.Texture2D, c_FBO_Tex);
     GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
     GL.DrawBuffer(DrawBufferMode.Back);
     Shader_Addlighttoscene.Bind();
     Scaler = Vector2.One;
     Adder  = Vector2.Zero;
     GL.Uniform3(ShaderLocations.Common2D.SCALER, new Vector3(Scaler.X, Scaler.Y, MainRenderContext.AspectHelper));
     GL.Uniform2(2, ref Adder);
     MainRenderContext.Scaler = Scaler;
     MainRenderContext.Adder  = Adder;
     GL.Viewport(0, 0, Window.Width, Window.Height);
     RenderHelper.RenderRectangle(MainRenderContext, -1, -1, 1, 1);
     GraphicsUtil.CheckError("Render - Added");
     GL.BindTexture(TextureTarget.Texture2D, 0);
     GL.ActiveTexture(TextureUnit.Texture1);
     GL.BindTexture(TextureTarget.Texture2D, 0);
     GL.ActiveTexture(TextureUnit.Texture0);
     Shaders.ColorMult2DShader.Bind();
     GraphicsUtil.CheckError("Render - Complete");
 }