Esempio n. 1
0
        public void BindTexturesAndSamplers()
        {
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, _diffuse);
            Samplers.BindFramebufferTextureSampler(0);

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, _normal);
            Samplers.BindFramebufferTextureSampler(1);

            GL.ActiveTexture(TextureUnit.Texture2);
            GL.BindTexture(TextureTarget.Texture2D, _depth);
            Samplers.BindFramebufferTextureSampler(2);
        }
Esempio n. 2
0
        private static void DrawGeometryFramebuffer(WorldServer world, Camera camera, Matrix4 projection, Frustum viewFrustum)
        {
            var chunksToDraw            = new List <Chunk>(1024);
            var transparentSortedChunks = new List <Chunk>(1024);
            var transparentChunks       = new List <Chunk>(1024);

            foreach (var entry in world.LoadedChunks)
            {
                //Check if chunk is in player view frustum
                var chunkMiddle = (entry.Key * Chunk.Size + new Vector3i(Chunk.Size / 2)).ToVector3();

                if (!viewFrustum.SpehereIntersection(chunkMiddle, Chunk.Radius))
                {
                    continue;
                }

                var lengthSq = (camera.Position - chunkMiddle).LengthSquared;
                if (lengthSq > RenderDistanceSq)
                {
                    continue;
                }

                if (entry.Value.HasTransparency)
                {
                    if (lengthSq < SortDistanceSq)
                    {
                        entry.Value.SortTransparentFaces();
                        transparentSortedChunks.Add(entry.Value);
                    }
                    else
                    {
                        transparentChunks.Add(entry.Value);
                    }
                }
                else
                {
                    chunksToDraw.Add(entry.Value);
                }
            }

            //Sort transparent chunks and append to draw list
            var cameraPos = camera.Position;

            transparentSortedChunks.Sort((chunk1, chunk2)
                                         => (int)((cameraPos - chunk2.Middle).LengthSquared * 1000 -
                                                  (cameraPos - chunk1.Middle).LengthSquared * 1000));

            transparentChunks.AddRange(transparentSortedChunks);
            chunksToDraw.AddRange(transparentChunks);

            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal); //Grass fix

            ClientResources.GeometryFramebuffer.Bind();
            ClientResources.GeometryFramebuffer.Clear(Color4.DarkBlue);
            //ClientResources.GeometryFramebuffer.Clear(Color4.Transparent);    Breaks transparency

            ClientResources.WorldGeometryShader.Bind();
            GL.UniformMatrix4(4, false, ref camera.View);
            GL.UniformMatrix4(8, false, ref projection);
            GL.Uniform1(12, 1);

            BlockTextureManager.Bind();
            Samplers.BindBlockTextureSampler();

            //Draw opaque blocks front to back
            foreach (var chunk in chunksToDraw)
            {
                var worldMat = Matrix4.CreateTranslation(chunk.Position.X * Chunk.Size, chunk.Position.Y * Chunk.Size,
                                                         chunk.Position.Z * Chunk.Size);
                GL.UniformMatrix4(0, false, ref worldMat);
                chunk.Draw();
            }

            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Uniform1(12, 0);

            //Draw transparent blocks back to front
            foreach (var chunk in transparentChunks)
            {
                var worldMat = Matrix4.CreateTranslation(chunk.Position.X * Chunk.Size, chunk.Position.Y * Chunk.Size,
                                                         chunk.Position.Z * Chunk.Size);
                GL.UniformMatrix4(0, false, ref worldMat);
                chunk.DrawTransparent();
            }

            GL.Disable(EnableCap.Blend);

            //TODO: Entities
            PlayerController.Render(camera, projection);

            ClientResources.GeometryFramebuffer.Unbind(ClientResources.Window.Width, ClientResources.Window.Height);
        }