Esempio n. 1
0
 public void Render(Vector4[] frustumPlanes, AssetShader shader)
 {
     foreach (var node in Nodes)
     {
         node.Render(shader, frustumPlanes);
     }
 }
Esempio n. 2
0
        public void Render(AssetShader shader, Vector4[] frustum)
        {
            if (!Frustum.CubeInFrustum(frustum, worldPosition, worldSize))
            {
                return;
            }

            if (assetsInNode.Count > AssetConfig.SplitCount)
            {
                foreach (var node in children)
                {
                    if (node != null)
                    {
                        node.Render(shader, frustum);
                    }
                }
                return;
            }

            foreach (var model in AssetConfig.Models)
            {
                var placedAssets = assetsInNode.Where(a => a.Model == model.Key).ToList();
                if (placedAssets.Any())
                {
                    renderAsset(shader, placedAssets.First().Model, placedAssets.Count);
                }
            }
        }
Esempio n. 3
0
        public AssetRenderer()
        {
            AssetConfig.Models = new Dictionary <string, Model>();
            initializeModels();

            shader        = new AssetShader();
            shadowShader  = new ShadowShader();
            random        = new Random();
            assetQuadTree = new AssetQuadTree();
        }
Esempio n. 4
0
        private void renderAsset(AssetShader shader, string key, int count)
        {
            var model = AssetConfig.Models[key];

            foreach (var mesh in model.Meshes)
            {
                if (mesh.Material.DoubleSided)
                {
                    GL.Disable(EnableCap.CullFace);
                }
                else
                {
                    GL.Enable(EnableCap.CullFace);
                }

                GL.ActiveTexture(TextureUnit.Texture0);
                GL.BindTexture(TextureTarget.Texture2D, mesh.Material.BaseColorTexture.TextureId);
                GL.Uniform1(shader.BaseColorTexture, 0);

                if (mesh.Material.NormalTexture != null)
                {
                    GL.ActiveTexture(TextureUnit.Texture1);
                    GL.BindTexture(TextureTarget.Texture2D, mesh.Material.NormalTexture.TextureId);
                    GL.Uniform1(shader.NormalTexture, 1);
                }

                if (mesh.Material.RoughnessTexture != null)
                {
                    GL.ActiveTexture(TextureUnit.Texture2);
                    GL.BindTexture(TextureTarget.Texture2D, mesh.Material.RoughnessTexture.TextureId);
                    GL.Uniform1(shader.RoughnessTexture, 2);
                    GL.Uniform1(shader.Roughness, -1.0f);
                }
                else
                {
                    GL.Uniform1(shader.Roughness, mesh.Material.Roughness);
                }

                GL.BindVertexArray(mesh.VaoId);
                GL.EnableVertexAttribArray(0);
                GL.EnableVertexAttribArray(1);
                GL.EnableVertexAttribArray(2);
                GL.EnableVertexAttribArray(3);
                GL.EnableVertexAttribArray(4);
                GL.EnableVertexAttribArray(5);
                GL.EnableVertexAttribArray(6);

                GL.BindBuffer(BufferTarget.ArrayBuffer, positionBuffer);
                GL.VertexAttribPointer(4, 3, VertexAttribPointerType.Float, false, Vector3.SizeInBytes, 0);
                GL.VertexAttribDivisor(4, 1);

                GL.BindBuffer(BufferTarget.ArrayBuffer, rotationBuffer);
                GL.VertexAttribPointer(5, 1, VertexAttribPointerType.Float, false, sizeof(float), 0);
                GL.VertexAttribDivisor(5, 1);

                GL.BindBuffer(BufferTarget.ArrayBuffer, scaleBuffer);
                GL.VertexAttribPointer(6, 1, VertexAttribPointerType.Float, false, sizeof(float), 0);
                GL.VertexAttribDivisor(6, 1);

                GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.IndexBuffer);
                GL.DrawElementsInstanced(PrimitiveType.Triangles, mesh.IndexCount, DrawElementsType.UnsignedShort, IntPtr.Zero, count);
            }

            GL.Enable(EnableCap.CullFace);
            GL.BindVertexArray(0);
        }