Exemple #1
0
        private bool DrawToTexture(ShaderController shader, int textureId)
        {
            //GL.BindTexture(TextureTarget.Texture2D, oldTextureId);
            DrawQuad(1f, 1f, 1f, 1f);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Enable(EnableCap.Blend);

            shader.Begin();

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, headTextureId);
            shader.UpdateUniform("u_Texture", 0);

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, textureId);
            shader.UpdateUniform("u_BaseTexture", 1);

            shader.UpdateUniform("u_BlendDirectionX", HeadMesh.HeadAngle >= 0 ? 1.0f : -1.0f);

            HeadMesh.DrawToTexture(textureId);

            shader.End();
            GL.Disable(EnableCap.Blend);
            return(true);
        }
Exemple #2
0
        private void DrawHead()
        {
            idleShader.UpdateUniform("u_LightDirection", Vector3.Normalize(camera.Position));
            var worldMatrix = HeadMesh.RotationMatrix;

            idleShader.UpdateUniform("u_World", worldMatrix);
            idleShader.UpdateUniform("u_WorldView", worldMatrix * camera.ViewMatrix);
            idleShader.UpdateUniform("u_ViewProjection", camera.ViewMatrix * camera.ProjectMatrix);

            HeadMesh.Draw(drawAABB);
        }
Exemple #3
0
        public void Draw(ShaderController shader)
        {
            if (!IsVisible)
            {
                return;
            }

            var useTextures = Vector3.Zero;
            var useTexture  = ProgramCore.MainForm.ctrlRenderControl.UseTexture;

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, Material.TransparentTexture);
            shader.UpdateUniform("u_TransparentMap", 1);
            useTextures.Y = Material.TransparentTexture;
            //shader.UpdateUniform("u_UseTransparent", (float)Material.TransparentTexture);

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, Material.Texture);
            shader.UpdateUniform("u_Texture", 0);

            if (useTexture)     // заказ старичка. что типа проги не отрабатывают текстуры (которые 3д печать) и надо со всего убрать
            {
                shader.UpdateUniform("u_Color", Material.DiffuseColor);
                useTextures.X = Material.Texture;
            }
            //shader.UpdateUniform("u_UseTexture", useTexture ? (float)Material.Texture : 0);

            shader.UpdateUniform("u_UseTexture", useTextures);

            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.NormalArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);
            GL.EnableClientState(ArrayCap.ColorArray);
            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBuffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer);

            GL.VertexPointer(3, VertexPointerType.Float, Vertex.Stride, new IntPtr(0));
            GL.NormalPointer(NormalPointerType.Float, Vertex.Stride, new IntPtr(Vector3.SizeInBytes));
            GL.TexCoordPointer(2, TexCoordPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes));
            GL.ColorPointer(4, ColorPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes + Vector2.SizeInBytes));

            GL.DrawRangeElements(PrimitiveType.Triangles, 0, NumIndices, NumIndices, DrawElementsType.UnsignedInt, new IntPtr(0));

            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            GL.DisableClientState(ArrayCap.VertexArray);
            GL.DisableClientState(ArrayCap.NormalArray);
            GL.DisableClientState(ArrayCap.TextureCoordArray);
            GL.DisableClientState(ArrayCap.ColorArray);
        }
Exemple #4
0
        public void Draw(ShaderController shader)
        {
            if (!IsVisible)
            {
                return;
            }

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, Material.TransparentTexture);
            shader.UpdateUniform("u_TransparentMap", 1);
            shader.UpdateUniform("u_UseTransparent", (float)Material.TransparentTexture);

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, Material.Texture);
            shader.UpdateUniform("u_Texture", 0);
            shader.UpdateUniform("u_Color", Material.DiffuseColor);
            shader.UpdateUniform("u_UseTexture", (float)Material.Texture);

            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.NormalArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);
            GL.EnableClientState(ArrayCap.ColorArray);
            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBuffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer);

            GL.VertexPointer(3, VertexPointerType.Float, Vertex.Stride, new IntPtr(0));
            GL.NormalPointer(NormalPointerType.Float, Vertex.Stride, new IntPtr(Vector3.SizeInBytes));
            GL.TexCoordPointer(2, TexCoordPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes));
            GL.ColorPointer(4, ColorPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes + Vector2.SizeInBytes));

            GL.DrawRangeElements(PrimitiveType.Triangles, 0, NumIndices, NumIndices, DrawElementsType.UnsignedInt, new IntPtr(0));

            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            GL.DisableClientState(ArrayCap.VertexArray);
            GL.DisableClientState(ArrayCap.NormalArray);
            GL.DisableClientState(ArrayCap.TextureCoordArray);
            GL.DisableClientState(ArrayCap.ColorArray);
        }