private IActionResult Render(int x, int y, int z)
        {
            Cube cube = new Cube(Point.Zero, x, y, z);

            Canvas canvas = new Canvas(x + z * 2, y + z * 2);
            CubeRenderer.Render(canvas, cube);

            RenderResult renderResult = new RenderResult(canvas.Render(), canvas.Width, canvas.Height);

            return Ok(renderResult);
        }
Ejemplo n.º 2
0
        private void RenderLightVisibility()
        {
            Camera camera         = sceneManager.Camera;
            Group  reflectedGroup = sceneManager.ReflectedGroup;

            /*  Render cube map  */
            GL.Disable(EnableCap.PolygonOffsetFill);
            GL.PolygonOffset(0.0f, 0.0f);
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Less);
            GL.DepthMask(true);
            //cubeRenderer.Render(ReflectionModel.Frame.LocalToWorld.Matrix, renderGroup);
            aoHemicubeRenderer.Render(camera.Frame.LocalToWorld.Matrix, reflectedGroup);
        }
Ejemplo n.º 3
0
        private void RenderReflectionObjects()
        {
            if (sceneManager.ReflectionModel == null)
            {
                return;
            }

            GL.Disable(EnableCap.PolygonOffsetFill);
            GL.PolygonOffset(0.0f, 0.0f);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Less);
            GL.DepthMask(true);

            cubeRenderer.Render(
                sceneManager.ReflectionModel.Frame.LocalToWorld.Matrix,
                sceneManager.RenderGroup
                );
        }