Example #1
0
 public void DepthSortModels(Vector3 cameraPosition)
 {
     if (NUD != null)
     {
         NUD.DepthSortMeshes(cameraPosition);
     }
     if (Bfres != null)
     {
         Bfres.DepthSortMeshes(cameraPosition);
     }
 }
Example #2
0
        public void Render(Camera camera, int depthMap, Matrix4 lightMatrix, Vector2 screenDimensions, bool drawShadow = false)
        {
            if (!Checked)
            {
                return;
            }

            Shader shader;

            // 3DS MBN
            shader = OpenTKSharedResources.shaders["Mbn"];
            shader.UseProgram();
            SetMbnUniforms(camera, shader);

            // Melee DAT
            shader = OpenTKSharedResources.shaders["Dat"];
            shader.UseProgram();
            SetDatUniforms(shader);

            if (Bch != null)
            {
                foreach (BCH_Model mo in Bch.Models.Nodes)
                {
                    mo.Render(camera.MvpMatrix);
                }
            }

            if (DatMelee != null && OpenTKSharedResources.shaders["Dat"].ProgramCreatedSuccessfully)
            {
                DatMelee.Render(camera.MvpMatrix);
            }

            LightColor diffuseColor = Runtime.lightSetParam.characterDiffuse.diffuseColor;
            LightColor ambientColor = Runtime.lightSetParam.characterDiffuse.ambientColor;

            if (Kcl != null)
            {
                shader = OpenTKSharedResources.shaders["KCL"];
                if (!shader.ProgramCreatedSuccessfully)
                {
                    return;
                }

                shader.UseProgram();

                shader.SetVector3("difLightColor", diffuseColor.R, diffuseColor.G, diffuseColor.B);
                shader.SetVector3("ambLightColor", ambientColor.R, ambientColor.G, ambientColor.B);

                Kcl.Render(camera.MvpMatrix);
            }

            if (Bfres != null)
            {
                Bfres.Render(camera, Runtime.drawNudColorIdPass);
            }

            if (NUD != null && OpenTKSharedResources.shaders["Nud"].ProgramCreatedSuccessfully && OpenTKSharedResources.shaders["NudDebug"].ProgramCreatedSuccessfully)
            {
                // Choose the appropriate shader.
                if (drawShadow)
                {
                    shader = OpenTKSharedResources.shaders["Shadow"];
                }
                else if (Runtime.renderType != Runtime.RenderTypes.Shaded)
                {
                    shader = OpenTKSharedResources.shaders["NudDebug"];
                }
                else
                {
                    shader = OpenTKSharedResources.shaders["Nud"];
                }

                shader.UseProgram();

                // Matrices.
                Matrix4 lightMatrixRef = lightMatrix;
                shader.SetMatrix4x4("lightMatrix", ref lightMatrixRef);
                SetCameraMatrixUniforms(camera, shader);

                SetRenderSettingsUniforms(shader);
                SetLightingUniforms(shader, camera);

                shader.SetInt("renderType", (int)Runtime.renderType);
                shader.SetInt("debugOption", (int)Runtime.uvChannel);
                shader.SetBoolToInt("drawShadow", Runtime.drawModelShadow);

                shader.SetTexture("depthMap", depthMap, TextureTarget.Texture2D, 14);

                SetElapsedDirectUvTime(shader);

                NUD.Render(VBN, camera, drawShadow, Runtime.drawNudColorIdPass);
            }
        }