Example #1
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="param"></param>
 /// <param name="camera"></param>
 /// <param name="ambient"></param>
 public BlinnPhongAmbientEventArgs(ActionParams param, ICamera camera, vec3 ambient)
     : base(param, camera)
 {
     this.Ambient = ambient;
 }
Example #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="param"></param>
        public override void Act(ActionParams param)
        {
            Scene scene = this.scene;
            bool  displayShadowVolume = this.DisplayShadowVolume;

            this.depthClamp.On();// for infinite back cap of shadow volumes.

            // Render depth info into depth buffer and ambient color into color buffer.
            {
                var arg = new ShadowVolumeAmbientEventArgs(param, scene.Camera, scene.AmbientColor);
                RenderAmbientColor(scene.RootNode, arg);
            }

            this.stencilTest.On(); // enable stencil test.
            foreach (var light in scene.Lights)
            {
                // Clear stencil buffer.
                {
                    GL.Instance.Clear(GL.GL_STENCIL_BUFFER_BIT);      // this seems not working.
                    // do the same thing.
                    this.depthTest.On();                              // Disable depth test to make sure this node works for every stencil point.
                    this.depthMask.On();                              // Disable writing to depth buffer.
                    this.clearStencilNode.RenderBeforeChildren(null); // this helps clear stencil buffer because `glClear(GL_STENCIL_BUFFER_BIT);` doesn't work on my laptop.
                    this.depthMask.Off();
                    this.depthTest.Off();
                }
                // Extrude shadow volume and save shadow info into stencil buffer.
                {
                    this.depthMask.On(); // Disable writing to depth buffer.
                    if (!displayShadowVolume)
                    {
                        this.colorMask.On();
                    }                                                  // Disable writing to color buffer.
                    else
                    {
                        this.polygonMode.On(); this.lineSipple.On();
                    }
                    this.cullFace.On();                             // Disable culling face.
                    GL.Instance.StencilFunc(GL.GL_ALWAYS, 0, 0xFF); // always pass stencil test.
                    // If depth test fails for back face, increase value in stencil buffer.
                    glStencilOpSeparate(GL.GL_BACK, GL.GL_KEEP, GL.GL_INCR_WRAP, GL.GL_KEEP);
                    // If depth test fails for front face, decrease value in stencil buffer.
                    glStencilOpSeparate(GL.GL_FRONT, GL.GL_KEEP, GL.GL_DECR_WRAP, GL.GL_KEEP);

                    // Extrude shadow volume. And shadow info will be saved into stencil buffer automatically according to `glStencilOp...`.
                    var arg = new ShadowVolumeExtrudeEventArgs(param, scene.Camera, light);
                    Extrude(scene.RootNode, arg);

                    this.cullFace.Off();
                    if (!displayShadowVolume)
                    {
                        this.colorMask.Off();
                    }
                    else
                    {
                        this.polygonMode.Off(); this.lineSipple.Off();
                    }
                    this.depthMask.Off();
                }
                //
                {
                    // Draw only if the corresponding stencil value is zero.
                    GL.Instance.StencilFunc(GL.GL_EQUAL, 0x0, 0xFF);
                    // prevent updating to the stencil buffer.
                    GL.Instance.StencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);

                    this.blend.On(); // add illuminated color to ambient color.

                    // light the scene up.
                    var arg = new ShadowVolumeUnderLightEventArgs(param, scene.Camera, light);
                    RenderUnderLight(scene.RootNode, arg);

                    this.blend.Off();
                }
            }
            this.stencilTest.Off();

            this.depthClamp.Off();
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="GUIRenderEventArgs"/> class.
 /// </summary>
 public GUIRenderEventArgs(ActionParams param)
 {
     this.Param = param;
 }
 /// <summary>
 ///
 /// </summary>
 /// <param name="param"></param>
 /// <param name="camera"></param>
 /// <param name="light"></param>
 public ShadowVolumeExtrudeEventArgs(ActionParams param, ICamera camera, LightBase light)
     : base(param, camera)
 {
     this.Light = light;
 }
 /// <summary>
 ///
 /// </summary>
 /// <param name="param"></param>
 /// <param name="camera"></param>
 /// <param name="ambient"></param>
 public ShadowVolumeAmbientEventArgs(ActionParams param, ICamera camera, vec3 ambient)
     : base(param, camera)
 {
     this.Ambient = ambient;
 }
Example #6
0
 /// <summary>
 /// Initializes a new instance of the <see cref="ShadowMappingCastShadowEventArgs"/> class.
 /// </summary>
 /// <param name="param"></param>
 /// <param name="camera"></param>
 /// <param name="light"></param>
 public ShadowMappingCastShadowEventArgs(ActionParams param, ICamera camera, LightBase light)
     : base(param, camera)
 {
     this.Light = light;
 }
Example #7
0
 /// <summary>
 /// Initializes a new instance of the <see cref="ShadowMappingUnderLightEventArgs"/> class.
 /// </summary>
 public ShadowMappingUnderLightEventArgs(ActionParams param, ICamera camera, Texture shadowMap, LightBase light)
     : base(param, camera)
 {
     this.ShadowMap = shadowMap;
     this.Light     = light;
 }