protected override void DrawData(DrawInfo drawInfo, IDrawableState state)
 {
     vertexes.Bind();
     Gl.glVertexPointer(Vector2D.Count, GlHelper.GlScalar, 0, IntPtr.Zero);
     colors.Bind();
     Gl.glColorPointer(ScalarColor3.Count, GlHelper.GlScalar, 0, IntPtr.Zero);
     Gl.glDrawArrays(mode, 0, vertexes.Length);
 }
Example #2
0
        protected override void DrawData(DrawInfo drawInfo, IDrawableState state)
        {
            texture.Bind();
            vertexes.Bind();
            Gl.glVertexPointer(Vector2D.Count, GlHelper.GlScalar, 0, IntPtr.Zero);

            coordinates.Bind();
            Gl.glTexCoordPointer(Vector2D.Count, GlHelper.GlScalar, 0, IntPtr.Zero);

            // GlHelper.GlColor4(color.Red, color.Green, color.Blue, color.Alpha);

            Gl.glDrawArrays(Gl.GL_QUADS, 0, vertexes.Length);
        }
        protected override void DrawData(DrawInfo drawInfo, IDrawableState state)
        {
            // Set The First Texture Unit To Normalize Our Vector From The Surface To The Light.
            // Set The Texture Environment Of The First Texture Unit To Replace It With The
            // Sampled Value Of The Normalization Cube Map.

            Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
            vertexes.Bind();
            //Gl.glBindBufferARB(Gl.GL_ARRAY_BUFFER_ARB, vertexName);
            Gl.glVertexPointer(Vector2D.Count, GlHelper.GlScalar, 0, IntPtr.Zero);

            Gl.glActiveTextureARB(Gl.GL_TEXTURE0_ARB);
            Gl.glClientActiveTexture(Gl.GL_TEXTURE0_ARB);
            Gl.glEnable(Gl.GL_TEXTURE_CUBE_MAP);
            Gl.glBindTexture(Gl.GL_TEXTURE_CUBE_MAP, normalization_cube_map);
            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_COMBINE);
            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_COMBINE_RGB, Gl.GL_REPLACE);
            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_SOURCE0_RGB, Gl.GL_TEXTURE);

            Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
            vertexes.Bind();
            //Gl.glBindBufferARB(Gl.GL_ARRAY_BUFFER_ARB, vertexName);
            Gl.glTexCoordPointer(Vector2D.Count, GlHelper.GlScalar, 0, IntPtr.Zero);

            //now we change the textures origin to that of the light's position
            GlHelper.GlGetModelViewMatrix(GlMatrix);
            Matrix4x4 matrix;

            Matrix4x4.CopyTranspose(GlMatrix, out matrix);
            Matrix4x4.Invert(ref matrix, out matrix);
            Vector3D lightPos;

            Vector3D.Transform(ref matrix, ref light.Position, out lightPos);
            Gl.glMatrixMode(Gl.GL_TEXTURE);
            Gl.glLoadIdentity();
            GlHelper.GlScale(-1, -1, -1);


            GlHelper.GlTranslate(
                (xInverted) ? (lightPos.X) : (-lightPos.X),
                (yInverted) ? (lightPos.Y) : (-lightPos.Y),
                -lightPos.Z);

            // Set The Second Unit To The Bump Map.
            // Set The Texture Environment Of The Second Texture Unit To Perform A Dot3
            // Operation With The Value Of The Previous Texture Unit (The Normalized
            // Vector Form The Surface To The Light) And The Sampled Texture Value (The
            // Normalized Normal Vector Of Our Bump Map).
            Gl.glActiveTextureARB(Gl.GL_TEXTURE1_ARB);
            Gl.glClientActiveTexture(Gl.GL_TEXTURE1_ARB);
            Gl.glEnable(Gl.GL_TEXTURE_2D);
            bumpmap.Bind();

            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_COMBINE);
            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_COMBINE_RGB, Gl.GL_DOT3_RGB);
            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_SOURCE0_RGB, Gl.GL_PREVIOUS);
            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_SOURCE1_RGB, Gl.GL_TEXTURE);

            Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
            coordinates.Bind();
            Gl.glTexCoordPointer(Vector2D.Count, GlHelper.GlScalar, 0, IntPtr.Zero);



            // Set The Third Texture Unit To Our Texture.
            // Set The Texture Environment Of The Third Texture Unit To Modulate
            // (Multiply) The Result Of Our Dot3 Operation With The Texture Value.
            Gl.glActiveTextureARB(Gl.GL_TEXTURE2_ARB);
            Gl.glClientActiveTexture(Gl.GL_TEXTURE2_ARB);
            Gl.glEnable(Gl.GL_TEXTURE_2D);
            sprite.Bind();

            Gl.glTexEnvi(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_MODULATE);

            Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
            coordinates.Bind();
            Gl.glTexCoordPointer(Vector2D.Count, GlHelper.GlScalar, 0, IntPtr.Zero);

            //THEN YOU DRAW IT! MUAHHAAHA IT WORKS! it finally works!
            Gl.glDrawArrays(Gl.GL_QUADS, 0, 4);



            Gl.glDisable(Gl.GL_TEXTURE_2D);
            Gl.glDisableClientState(Gl.GL_TEXTURE_COORD_ARRAY);


            Gl.glActiveTextureARB(Gl.GL_TEXTURE1_ARB);
            Gl.glClientActiveTexture(Gl.GL_TEXTURE1_ARB);
            Gl.glDisable(Gl.GL_TEXTURE_2D);
            Gl.glDisableClientState(Gl.GL_TEXTURE_COORD_ARRAY);

            Gl.glActiveTextureARB(Gl.GL_TEXTURE0_ARB);
            Gl.glClientActiveTexture(Gl.GL_TEXTURE0_ARB);
            Gl.glDisable(Gl.GL_TEXTURE_CUBE_MAP);
            Gl.glDisableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
            Gl.glDisableClientState(Gl.GL_VERTEX_ARRAY);

            Gl.glLoadIdentity();
            Gl.glMatrixMode(Gl.GL_MODELVIEW);
        }