Example #1
0
 private void RenderVoxels(Vector3 cameraPosition, float[] cam)
 {
     _voxelShader.Activate();
     GL.ActiveTexture(TextureUnit.Texture0);
     _materialTextureArray.Activate();
     GL.Uniform1(_voxelShader.GetResourceLocation(ShaderResourceType.Uniform, "texArray"), TextureUnit.Texture0 - TextureUnit.Texture0);
     GL.UniformMatrix4(_voxelShader.GetResourceLocation(ShaderResourceType.Uniform, "camera"), 1, false, cam);
     GL.Uniform3(_voxelShader.GetResourceLocation(ShaderResourceType.Uniform, "cameraPosition"), cameraPosition.ToOpenTK());
     GL.Uniform3(_voxelShader.GetResourceLocation(ShaderResourceType.Uniform, "ambientLightColor"), new OpenTK.Vector3(0.1f, 0.1f, 0.1f));
     GL.Uniform3(_voxelShader.GetResourceLocation(ShaderResourceType.Uniform, "lightDirection"), new OpenTK.Vector3(1f, 1.5f, -2f).Normalized());
     GL.Uniform3(_voxelShader.GetResourceLocation(ShaderResourceType.Uniform, "lightColor"), new OpenTK.Vector3(1f, 1f, 1f));
     foreach (var valuePair in _chunkGeometrys)
     {
         _amountBuffers[valuePair.Key].ActivateBind(3);
         _idBuffers[valuePair.Key].ActivateBind(4);
         if (valuePair.Value.IDLength > 0)
         {
             valuePair.Value.Draw();
         }
         _idBuffers[valuePair.Key].Deactivate();
         _amountBuffers[valuePair.Key].Deactivate();
     }
     _materialTextureArray.Deactivate();
     _voxelShader.Deactivate();
 }
Example #2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="FBO"/> class.
        /// </summary>
        /// <param name="size"></param>
        /// <exception cref="FBOException">
        /// Given texture is null or texture dimensions do not match primary texture
        /// </exception>
        public CubeMapFBO(int size)
        {
            _size = size;

            // Create an FBO object
            GL.GenFramebuffers(1, out _fboHandle);

            Texture = new Texture(TextureTarget.TextureCubeMap);

            //Initialize empty textures in texture
            Texture.Activate();
            for (int i = 0; i < 6; i++)
            {
                GL.TexImage2D(TextureTarget.TextureCubeMapPositiveX + i, 0, PixelInternalFormat.Rgba32f, size, size, 0, PixelFormat.Rgba, PixelType.Float, IntPtr.Zero);
            }
            Texture.Deactivate();

            //Bind texture to framebuffer
            Activate();
            for (int i = 0; i < 6; i++)
            {
                GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + i, TextureTarget.TextureCubeMapPositiveX + i, Texture.ID, 0);
            }
            string status = GetStatusMessage();

            Deactivate();

            if (!string.IsNullOrEmpty(status))
            {
                throw new FBOException(status);
            }

            //Attach depth
            Activate();
            _depth = new RenderBuffer(RenderbufferStorage.DepthComponent32, _size, _size);
            _depth.Attach(FramebufferAttachment.DepthAttachment);
            status = GetStatusMessage();
            Deactivate();

            if (!string.IsNullOrEmpty(status))
            {
                throw new FBOException(status);
            }


            int linMin      = (int)TextureMinFilter.LinearMipmapLinear;
            int linMag      = (int)TextureMagFilter.Linear;
            int clampToEdge = (int)TextureWrapMode.ClampToEdge;

            Texture.Activate();
            GL.TexParameterI(TextureTarget.TextureCubeMap, TextureParameterName.TextureMinFilter, ref linMin);
            GL.TexParameterI(TextureTarget.TextureCubeMap, TextureParameterName.TextureMagFilter, ref linMag);
            GL.TexParameterI(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapS, ref clampToEdge);
            GL.TexParameterI(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapT, ref clampToEdge);
            GL.TexParameterI(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapR, ref clampToEdge);
            Texture.Deactivate();
        }
Example #3
0
        private void Render()
        {
            bool doPostProcessing = !Keyboard.GetState()[Key.Space];

            if (doPostProcessing)
            {
                postProcessing.Start();
            }

            GL.Color3(Color.White);
            //draw background
            texBackground.Activate();
            background.DrawTexturedRect(Box2D.BOX01);
            texBackground.Deactivate();

            //draw player
            texBird.Activate();
            bird.DrawTexturedRect(Box2D.BOX01);
            texBird.Deactivate();

            if (doPostProcessing)
            {
                postProcessing.EndAndApply((float)globalTime.Elapsed.TotalSeconds);
            }
        }
 public void Render()
 {
     GL.Disable(EnableCap.CullFace);
     _shader.Activate();
     _texture.Activate();
     _geometry.Draw();
     _texture.Deactivate();
     _shader.Deactivate();
     GL.Enable(EnableCap.CullFace);
 }
Example #5
0
 private static void DrawTexturedRect(Box2D rect, Texture tex, Box2D texCoords)
 {
     tex.Activate();
     GL.Begin(PrimitiveType.Quads);
     GL.TexCoord2(texCoords.X, texCoords.Y); GL.Vertex2(rect.X, rect.Y);
     GL.TexCoord2(texCoords.MaxX, texCoords.Y); GL.Vertex2(rect.MaxX, rect.Y);
     GL.TexCoord2(texCoords.MaxX, texCoords.MaxY); GL.Vertex2(rect.MaxX, rect.MaxY);
     GL.TexCoord2(texCoords.X, texCoords.MaxY); GL.Vertex2(rect.X, rect.MaxY);
     GL.End();
     tex.Deactivate();
 }
Example #6
0
 private static void DrawTexturedRect(Box2D Rectangle, Texture tex)
 {
     GL.Color3(Color.White);
     tex.Activate();
     GL.Begin(PrimitiveType.Quads);
     GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(Rectangle.X, Rectangle.Y);
     GL.TexCoord2(1.0f, 0.0f); GL.Vertex2(Rectangle.MaxX, Rectangle.Y);
     GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(Rectangle.MaxX, Rectangle.MaxY);
     GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(Rectangle.X, Rectangle.MaxY);
     GL.End();
     tex.Deactivate();
 }
Example #7
0
 static void DrawSprite(float x, float y, Texture tex, float radius = 0.5f, float repeat = 1.0f)
 {
     tex.Activate();
     GL.Color3(Color.White);
     GL.Begin(PrimitiveType.Quads);
     GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(x - radius, y - radius);
     GL.TexCoord2(repeat, 0.0f); GL.Vertex2(x + radius, y - radius);
     GL.TexCoord2(repeat, repeat); GL.Vertex2(x + radius, y + radius);
     GL.TexCoord2(0.0f, repeat); GL.Vertex2(x - radius, y + radius);
     GL.End();
     tex.Deactivate();
 }
Example #8
0
 private static void DrawTexturedRect(Box2D Rect, Texture tex)
 {
     //the texture has to be enabled before use
     tex.Activate();
     GL.Begin(PrimitiveType.Quads);
     //when using textures we have to set a texture coordinate for each vertex
     //by using the TexCoord command BEFORE the Vertex command
     GL.TexCoord2(0.0f, 0.0f); GL.Vertex2(Rect.X, Rect.Y);
     GL.TexCoord2(1.0f, 0.0f); GL.Vertex2(Rect.MaxX, Rect.Y);
     GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(Rect.MaxX, Rect.MaxY);
     GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(Rect.X, Rect.MaxY);
     GL.End();
     //the texture is disabled, so no other draw calls use this texture
     tex.Deactivate();
 }
Example #9
0
        private void DrawEnvironment(Shader shader, CameraOrbit camera)
        {
            // camera
            var cam = camera.CalcMatrix().ToOpenTK();

            GL.Uniform3(shader.GetUniformLocation("cameraPosition"), camera.CalcPosition().ToOpenTK());
            GL.UniformMatrix4(shader.GetUniformLocation("camera"), true, ref cam);

            // environment
            // different ids to differentiate spheres in fragment shader
            var id = 1;

            // variable that excludes object from shadow throwing
            envMap_tex.Activate();
            GL.Uniform1(shader.GetUniformLocation("id"), id);
            this.environment.SetAttribute(shader.GetAttributeLocation("instancePosition"), new Vector3[] { new Vector3(0, 0, 0) }, VertexAttribPointerType.Float, 3, true);
            this.environment.Draw();
            envMap_tex.Deactivate();
        }
Example #10
0
        private void DrawField(IGameState gameState)
        {
            //background
            var field = new Box2D(0, 0, gameState.GridWidth, gameState.GridHeight);

            texTable.Activate();
            field.DrawTexturedRect(new Box2D(0, 0, 8, 8));
            texTable.Deactivate();
            //grid
            GL.Color3(Color.Black);
            GL.LineWidth(3.0f);
            GL.Begin(PrimitiveType.Lines);
            for (int i = 0; i <= gameState.GridWidth; ++i)
            {
                GL.Vertex2(i, 0.0);
                GL.Vertex2(i, gameState.GridHeight);
            }
            for (int i = 0; i <= gameState.GridHeight; ++i)
            {
                GL.Vertex2(0.0, i);
                GL.Vertex2(gameState.GridWidth, i);
            }
            GL.End();
            //chips
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            for (int x = 0; x < gameState.GridWidth; ++x)
            {
                for (int y = 0; y < gameState.GridHeight; ++y)
                {
                    var type = gameState[x, y];
                    if (FieldType.EMPTY == type)
                    {
                        continue;
                    }
                    DrawSprite(x + 0.5f, y + 0.5f, FieldType.BLACK == type ? texBlack : texWhite, 0.45f);
                }
            }
            GL.Disable(EnableCap.Blend);
            DrawSelection(gameState.LastMoveX, gameState.LastMoveY);
        }
Example #11
0
 private static void DrawTexturedRect(Box2D rect, Texture tex, Box2D texCoords)
 {
     tex.Activate();
     rect.DrawTexturedRect(texCoords);
     tex.Deactivate();
 }