void RenderGrid(int gridSize)
        {
            GL.Disable(EnableCap.Lighting);
            GLUtility.DisableTexture2D();
            GL.Begin(BeginMode.Lines);

            for (int z = -gridSize; z <= gridSize; z++)
            {
                GL.Color3(Color.White);
                GL.Vertex3(-gridSize, 0.0f, z);
                GL.Vertex3(gridSize, 0.0f, z);
            }

            for (int x = -gridSize; x <= gridSize; x++)
            {
                GL.Color3(Color.White);
                GL.Vertex3(x, 0.0f, -gridSize);
                GL.Vertex3(x, 0.0f, gridSize);
            }

            GL.End();
            GLUtility.EnableTexture2D();
            GL.Enable(EnableCap.Lighting);
        }
Exemple #2
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        void RenderPart(Part part, RenderFlags renderFlags)
        {
            GL.Material(MaterialFace.Front, MaterialParameter.Diffuse, shaders[part.ShaderIndex].Tint.ToColor4());
            var batch = batches[part.BatchIndex];

            if (batch.UseNBT)             // Render with bump map.
            {
                int binormalAttribute = GL.GetAttribLocation(Program.EmbossProgram, "inBinormal");
                int tangentAttribute  = GL.GetAttribLocation(Program.EmbossProgram, "inTangent");
                int diffuseMap        = GL.GetUniformLocation(Program.EmbossProgram, "diffuseMap");
                int bumpMap           = GL.GetUniformLocation(Program.EmbossProgram, "bumpMap");
                int embossFactor      = GL.GetUniformLocation(Program.EmbossProgram, "embossScale");

                Program.EmbossProgram.Use();

                GL.ActiveTexture(TextureUnit.Texture0 + 0);
                GL.Enable(EnableCap.Texture2D);
                GL.BindTexture(TextureTarget.Texture2D, glTextures[materials[shaders[part.ShaderIndex].MaterialIndex[0]].textureIndex]);
                GLUtility.SetTexture2DWrapModeS(materials[shaders[part.ShaderIndex].MaterialIndex[0]].wrapS);
                GLUtility.SetTexture2DWrapModeT(materials[shaders[part.ShaderIndex].MaterialIndex[0]].wrapT);
                GL.Uniform1(diffuseMap, 0);

                GL.ActiveTexture(TextureUnit.Texture0 + 1);
                GL.Enable(EnableCap.Texture2D);
                GL.BindTexture(TextureTarget.Texture2D, glTextures[materials[shaders[part.ShaderIndex].MaterialIndex[1]].textureIndex]);
                GLUtility.SetTexture2DWrapModeS(materials[shaders[part.ShaderIndex].MaterialIndex[1]].wrapS);
                GLUtility.SetTexture2DWrapModeT(materials[shaders[part.ShaderIndex].MaterialIndex[1]].wrapT);
                GL.Uniform1(bumpMap, 1);

                GL.Uniform1(embossFactor, 2.0f);

                foreach (var primitive in batch)
                {
                    GL.Begin(primitive.GLType);

                    foreach (var vertex in primitive)
                    {
                        GL.MultiTexCoord2(TextureUnit.Texture0 + 0, ref texCoord0s[vertex.UVIndex[0].Value]);
                        GL.MultiTexCoord2(TextureUnit.Texture0 + 1, ref texCoord1s[vertex.UVIndex[1].Value]);
                        GL.Normal3(normals[vertex.NormalIndex.Value]);
                        GL.VertexAttrib3(tangentAttribute, ref normals[vertex.BinormalIndex.Value + 1]);
                        GL.VertexAttrib3(binormalAttribute, ref normals[vertex.TangentIndex.Value + 2]);
                        GL.Vertex3(positions[vertex.PositionIndex.Value]);
                    }

                    GL.End();
                }

                GL.UseProgram(0);
            }
            else             // Render without bump map.
            {
                for (int texUnit = 0; texUnit < 8; texUnit++)
                {
                    if (shaders[part.ShaderIndex].MaterialIndex[texUnit] < 0)
                    {
                        continue;
                    }

                    var material = materials[shaders[part.ShaderIndex].MaterialIndex[texUnit]];
                    GL.ActiveTexture(TextureUnit.Texture0 + texUnit);
                    GL.Enable(EnableCap.Texture2D);
                    GL.BindTexture(TextureTarget.Texture2D, glTextures[material.textureIndex]);
                    GLUtility.SetTexture2DWrapModeS(material.wrapS);
                    GLUtility.SetTexture2DWrapModeT(material.wrapT);
                }

                foreach (var primitive in batch)
                {
                    GL.Begin(primitive.GLType);

                    foreach (var vertex in primitive)
                    {
                        if (vertex.UVIndex[0] != null)
                        {
                            GL.MultiTexCoord2(TextureUnit.Texture0, ref texCoord0s[vertex.UVIndex[0].Value]);
                        }

                        if (vertex.NormalIndex != null)
                        {
                            GL.Normal3(normals[vertex.NormalIndex.Value]);
                        }

                        GL.Vertex3(positions[vertex.PositionIndex.Value]);
                    }

                    GL.End();
                }
            }

            GLUtility.DisableTexture2D();

            // normals
            if (renderFlags.HasFlag(RenderFlags.NBT))
            {
                const float normalLength = 0.0625f;

                GL.Disable(EnableCap.Lighting);
                GL.Begin(BeginMode.Lines);

                foreach (var primitive in batch)
                {
                    foreach (var vertex in primitive)
                    {
                        if (vertex.NormalIndex != null)
                        {
                            GL.Color4(Color.Red.ToColor4());
                            GL.Vertex3(positions[vertex.PositionIndex.Value]);
                            GL.Vertex3(positions[vertex.PositionIndex.Value] + normals[vertex.NormalIndex.Value] * normalLength);
                        }

                        if (vertex.TangentIndex != null)
                        {
                            GL.Color4(Color.Green.ToColor4());
                            GL.Vertex3(positions[vertex.PositionIndex.Value]);
                            GL.Vertex3(positions[vertex.PositionIndex.Value] + normals[vertex.TangentIndex.Value + 2] * normalLength);
                        }

                        if (vertex.BinormalIndex != null)
                        {
                            GL.Color4(Color.Blue.ToColor4());
                            GL.Vertex3(positions[vertex.PositionIndex.Value]);
                            GL.Vertex3(positions[vertex.PositionIndex.Value] + normals[vertex.BinormalIndex.Value + 1] * normalLength);
                        }
                    }
                }

                GL.End();
                GL.Enable(EnableCap.Lighting);
            }
        }