private void DoRender(vec3 lineColor)
 {
     polygonModeState.On();
     GL.Instance.Begin((uint)DrawMode.Quads);
     GL.Instance.Color3f(lineColor.x, lineColor.y, lineColor.z);
     for (int i = 0; i < indexes.Length; i++)
     {
         vec3 position = positions[indexes[i]];
         GL.Instance.Vertex3f(position.x, position.y, position.z);
     }
     GL.Instance.End();
     polygonModeState.Off();
 }
Exemple #2
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        public void RenderBeforeChildren(RenderEventArgs arg)
        {
            if (!this.IsInitialized)
            {
                this.Initialize();
            }

            this.RotationAngle += this.RotateSpeed;

            ICamera camera     = arg.Camera;
            mat4    projection = camera.GetProjectionMatrix();
            mat4    view       = camera.GetViewMatrix();
            mat4    model      = this.GetModelMatrix();

            var           method  = this.RenderUnit.Methods[0]; // the only render unit in this node.
            ShaderProgram program = method.Program;

            program.SetUniform(projectionMatrix, projection);
            program.SetUniform(viewMatrix, view);
            program.SetUniform(modelMatrix, model);

            if (this.RenderWireframe)
            {
                // render wireframe.
                program.SetUniform("renderWireframe", true);
                polygonMode.On();
                polygonOffsetState.On();
                method.Render();
                polygonOffsetState.Off();
                polygonMode.Off();
            }

            if (this.RenderBody)
            {
                // render solid body.
                program.SetUniform("renderWireframe", false);
                method.Render();
            }
        }