/// <summary> /// aseta texturematriisit shadowmapping shaderia varten /// </summary> static void SetTextureMatrix() { Matrix4 projMatrix = GLExt.ProjectionMatrix, modelMatrix = GLExt.ModelViewMatrix; GLExt.MatrixMode(MatrixMode.Texture); GLExt.LoadIdentity(); GLExt.Translate(0.5f, 0.5f, 0.5f); // remap from [-1,1]^2 to [0,1]^2 GLExt.Scale(0.5f, 0.5f, 0.5f); GLExt.MultMatrix(ref projMatrix); GLExt.MultMatrix(ref modelMatrix); GLExt.MatrixMode(MatrixMode.Modelview); }
void Translate(Node node) { Node obj = node; if (node == null) { obj = this; } GLExt.Translate(obj.Position.X, obj.Position.Y, obj.Position.Z); GLExt.RotateZ(Rotation.Z); GLExt.RotateY(Rotation.Y); GLExt.RotateX(Rotation.X); GLExt.MultMatrix(ref OrigOrientationMatrix); GLExt.Scale(obj.Scale.X, obj.Scale.Y, obj.Scale.Z); }
public void RenderMesh() { if (Vbo == null) { return; } if (DoubleSided) { GL.Disable(EnableCap.CullFace); } if (VBO.FastRenderPass) { if (CastShadow) { Vbo.Render(); } } else { Material.SetMaterial(); if (WorldMatrix != null) { GLExt.MatrixMode(MatrixMode.Texture); GLExt.PushMatrix(); GLExt.MultMatrix(ref WorldMatrix); GLExt.MatrixMode(MatrixMode.Modelview); } Vbo.Render(); if (WorldMatrix != null) { GLExt.MatrixMode(MatrixMode.Texture); GLExt.PopMatrix(); GLExt.MatrixMode(MatrixMode.Modelview); } } if (DoubleSided) { GL.Enable(EnableCap.CullFace); } }
public void RenderMesh() { if (DoubleSided) { GL.Disable(EnableCap.CullFace); } if (VBO.FastRenderPass == false) { Material.SetMaterial(); GLExt.MatrixMode(MatrixMode.Texture); GL.ActiveTexture(TextureUnit.Texture0 + Settings.SHADOW_TEXUNIT); GLExt.PushMatrix(); if (WorldMatrix != null) { GLExt.MultMatrix(ref WorldMatrix); } GLExt.RotateX(-90); GLExt.MatrixMode(MatrixMode.Modelview); } if (VBO.FastRenderPass == false || CastShadow == true) { GLExt.RotateX(-90); for (int i = 0; i < model.Length; i++) { if (model[i].vbo == null) { continue; } if (VBO.FastRenderPass == false) { model[i].texture.Bind(0); } // lasketaanko uusi asento (jos ei olla laskettu jo shadowpassis) if (animCalculated == false) { // Interpolate skeletons between two frames InterpolateSkeletons(ref curAnim.skelFrames, curAnim.curFrame, curAnim.nextFrame, curAnim.numJoints, curAnim.lastTime * curAnim.frameRate); PrepareMesh(); animCalculated = true; } model[i].vbo.Render(); } if (VBO.FastRenderPass == false) { GLExt.MatrixMode(MatrixMode.Texture); GL.ActiveTexture(TextureUnit.Texture0 + Settings.SHADOW_TEXUNIT); GLExt.PopMatrix(); GLExt.MatrixMode(MatrixMode.Modelview); animCalculated = false; } } if (DoubleSided) { GL.Enable(EnableCap.CullFace); } }
/// <summary> /// renderoi partikkelit, sorttaa läpinäkyvät. /// </summary> public static new void Render() { GLExt.Color4(1f, 1, 1, 1f); GLExt.PushMatrix(); GLExt.SetLighting(false); List <SortedList_Particles> slist = new List <SortedList_Particles>(); GL.Disable(EnableCap.CullFace); int c = 0; // järjestetään taulukko kauimmaisesta lähimpään. pitää rendata siinä järjestyksessä. // vain läpikuultavat pitää järjestää. täysin näkyvät renderoidaan samantien. for (int q = 0; q < ParticleGroups.Count; q++) { Particles curpar = ParticleGroups[q]; if (curpar.particles.Count <= 0) { continue; } if (VBO.FastRenderPass == true) { if (curpar.CastShadow == false) { continue; } } curpar.particles[0].partTex.Bind(0); GLExt.PushMatrix(); GLExt.MultMatrix(ref curpar.WorldMatrix); for (int w = 0; w < curpar.NumOfParticles; w++) { Particle p = curpar.particles[w]; GLExt.PushMatrix(); GLExt.Translate(p.pos.X, p.pos.Y, p.pos.Z); Matrix4 matrix = Matrix4.Identity; matrix.Row3 = GLExt.ModelViewMatrix.Row3; GLExt.ModelViewMatrix = matrix; Vector3 v = curpar.WorldMatrix.Row3.Xyz + curpar.Position + p.pos; if (Frustum.SphereInFrustum(v.X, v.Y, v.Z, 10) != 0) { if (VBO.FastRenderPass == true) // renderoi partikkeli depthbufferiin (varjostusta varten) { GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); p.partTex.RenderBillboard(); } else { c++; if (p.isTransparent == true) // listaan renderoitavaks myöhemmin { float len = (Camera.cam.Position - matrix.Row3.Xyz).LengthSquared; slist.Add(new SortedList_Particles(len, p, matrix)); } else // rendataan se nyt, ei lisätä sortattavaks { GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); GLExt.Color4(p.color.X, p.color.Y, p.color.Z, p.color.W);; if (p.callBack != null) { p.callBack(p); } p.partTex.RenderBillboard(); } } } GLExt.PopMatrix(); } GLExt.PopMatrix(); } if (VBO.FastRenderPass == false) { slist.Sort(delegate(SortedList_Particles z1, SortedList_Particles z2) { return(z2.Len.CompareTo(z1.Len)); }); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); // rendataan läpikuultavat GL.DepthMask(false); // ei kirjoiteta zbufferiin for (int q = 0; q < slist.Count; q++) { Particle p = slist[q].Part; if (VBO.FastRenderPass == false) { p.partTex.Bind(0); GLExt.Color4(p.color.X, p.color.Y, p.color.Z, p.color.W); if (p.callBack != null) { p.callBack(p); } } GLExt.LoadMatrix(ref slist[q].Matrix); GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); p.partTex.RenderBillboard(); } GL.DepthMask(true); GL.Disable(EnableCap.Blend); } GLExt.PopMatrix(); GL.Enable(EnableCap.CullFace); GLExt.Color4(1, 1, 1, 1); GLExt.SetLighting(true); GameClass.NumOfObjects += c; }