Esempio n. 1
0
        public GraphicSystem(Camera camera, ResourceManager resource_manager)
        {
            Camera          = camera;
            ResourceManager = resource_manager;

            // @todo Remove
            RenderContext.Window     = Camera.Window;
            RenderContext.Projection = Camera.ProjectionMatrix;
            RenderContext.View       = Camera.ViewMatrix;

            var texture_target = TextureTarget.Texture2D;

            RenderContext.DepthTexture = new Texture(texture_target);
            using (new Bind(RenderContext.DepthTexture))
            {
                GL.TexImage2D(texture_target, 0, PixelInternalFormat.DepthComponent, 1024, 1024, 0, PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero);
                GL.TexParameter(texture_target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
                GL.TexParameter(texture_target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
                GL.TexParameter(texture_target, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
                GL.TexParameter(texture_target, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
                GL.TexParameter(texture_target, TextureParameterName.TextureCompareMode, (int)TextureCompareMode.CompareRToTexture);
                GL.TexParameter(texture_target, TextureParameterName.TextureCompareFunc, (int)DepthFunction.Lequal);
                //GL.TexParameter(texture_target, TextureParameterName.DepthTextureMode, (int)All.Intensity);
                //GL.TexParameter(texture_target, TextureParameterName.DepthTextureMode, (int)All.Luminance);
            }

            frame_buffer = new FrameBuffer(FramebufferTarget.Framebuffer);
            frame_buffer.Texture(FramebufferAttachment.DepthAttachment, RenderContext.DepthTexture, 0);
            frame_buffer.DrawBuffer(DrawBufferMode.None);
            frame_buffer.CheckStatus();
        }