internal void Draw(GameObject g, ref Matrix4 viewProjection, HelperFrustum frustum, int textureIndex) { if (g == null || !g.HasModel || g.CurrentWorld == null || g.Opacity <= 0) { return; } if (KWEngine.Projection == ProjectionType.Perspective) { g.IsInsideScreenSpace = frustum.SphereVsFrustum(g.GetCenterPointForAllHitboxes(), g.GetMaxDiameter() / 2); } else { Vector3 lookAt = CurrentWorld.GetCameraLookAtVectorEitherWay(); Vector3 camPos = CurrentWorld.GetCameraPositionEitherWay(); Vector3 objectCenter = g.GetCenterPointForAllHitboxes(); float dot = Vector3.Dot(objectCenter - camPos, lookAt); g.IsInsideScreenSpace = dot > 0; } if (!g.IsInsideScreenSpace) { return; } GL.Disable(EnableCap.Blend); lock (g) { if (g.Opacity < 1) { GL.Enable(EnableCap.Blend); } GL.Uniform4(mUniform_Glow, g.Glow); GL.Uniform4(mUniform_Outline, g.ColorOutline); GL.Uniform3(mUniform_TintColor, g.Color); GL.Uniform1(mUniform_LightAffection, g.IsAffectedByLight ? 1 : 0); // Camera if (!CurrentWorld.IsFirstPersonMode) { GL.Uniform3(mUniform_uCameraPos, g.CurrentWorld.GetCameraPosition().X, g.CurrentWorld.GetCameraPosition().Y, g.CurrentWorld.GetCameraPosition().Z); GL.Uniform3(mUniform_uCameraDirection, g.CurrentWorld.GetCameraLookAtVector()); } else { GL.Uniform3(mUniform_uCameraPos, g.CurrentWorld.GetFirstPersonObject().Position.X, g.CurrentWorld.GetFirstPersonObject().Position.Y + g.CurrentWorld.GetFirstPersonObject().FPSEyeOffset, g.CurrentWorld.GetFirstPersonObject().Position.Z); GL.Uniform3(mUniform_uCameraDirection, HelperCamera.GetLookAtVector()); } Matrix4.Mult(ref g.ModelMatrixForRenderPass[0], ref viewProjection, out _modelViewProjection); Matrix4.Transpose(ref g.ModelMatrixForRenderPass[0], out _normalMatrix); Matrix4.Invert(ref _normalMatrix, out _normalMatrix); GL.UniformMatrix4(mUniform_ModelMatrix, false, ref g.ModelMatrixForRenderPass[0]); GL.UniformMatrix4(mUniform_NormalMatrix, false, ref _normalMatrix); GL.UniformMatrix4(mUniform_MVP, false, ref _modelViewProjection); if (g.ColorEmissive.W > 0) { GL.Uniform4(mUniform_EmissiveColor, g.ColorEmissive); } else { GL.Uniform4(mUniform_EmissiveColor, Vector4.Zero); } string meshName = g.Model.Meshes.Keys.ElementAt(0); GeoMesh mesh = g.Model.Meshes[meshName]; GeoMaterial meshMaterial = mesh.Material; GL.Uniform1(mUniform_Roughness, meshMaterial.Roughness); GL.Uniform1(mUniform_Metalness, meshMaterial.Metalness); GL.Uniform4(mUniform_TextureTransform, mesh.Terrain.mTexX, mesh.Terrain.mTexY, g.mTextureOffset.X, g.mTextureOffset.Y); // albedo map: int texId = -1; texId = mesh.Material.TextureAlbedo.OpenGLID; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, texId > 0 ? texId : KWEngine.TextureWhite); GL.Uniform1(mUniform_Texture, textureIndex); GL.Uniform1(mUniform_TextureUse, texId > 0 ? 1 : 0); GL.Uniform3(mUniform_BaseColor, texId > 0 ? new Vector3(1f, 1f, 1f) : new Vector3(meshMaterial.ColorAlbedo.X, meshMaterial.ColorAlbedo.Y, meshMaterial.ColorAlbedo.Z)); textureIndex++; // normal map: texId = meshMaterial.TextureNormal.OpenGLID; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, texId > 0 ? texId : KWEngine.TextureWhite); GL.Uniform1(mUniform_TextureNormalMap, textureIndex); GL.Uniform1(mUniform_TextureUseNormalMap, texId > 0 ? 1 : 0); textureIndex++; // roughness map: GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); if (meshMaterial.TextureRoughness.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, meshMaterial.TextureRoughness.OpenGLID); GL.Uniform1(mUniform_TextureRoughnessMap, textureIndex); GL.Uniform1(mUniform_TextureUseRoughnessMap, 1); GL.Uniform1(mUniform_TextureRoughnessIsSpecular, meshMaterial.TextureRoughnessIsSpecular ? 1 : 0); } else { if (meshMaterial.TextureRoughnessInMetalness && meshMaterial.TextureMetalness.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureWhite); GL.Uniform1(mUniform_TextureRoughnessMap, textureIndex); GL.Uniform1(mUniform_TextureUseRoughnessMap, 0); GL.Uniform1(mUniform_TextureRoughnessIsSpecular, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureWhite); GL.Uniform1(mUniform_TextureRoughnessMap, textureIndex); GL.Uniform1(mUniform_TextureUseRoughnessMap, 0); GL.Uniform1(mUniform_TextureRoughnessIsSpecular, 0); } } textureIndex++; // metalness map: GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); if (meshMaterial.TextureMetalness.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, meshMaterial.TextureMetalness.OpenGLID); GL.Uniform1(mUniform_TextureMetalnessMap, textureIndex); GL.Uniform1(mUniform_TextureUseMetalnessMap, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureMetalnessMap, textureIndex); GL.Uniform1(mUniform_TextureUseMetalnessMap, 0); } textureIndex++; // emissive map: GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); if (meshMaterial.TextureEmissive.OpenGLID > 0) { GL.BindTexture(TextureTarget.Texture2D, meshMaterial.TextureEmissive.OpenGLID); GL.Uniform1(mUniform_TextureEmissiveMap, textureIndex); GL.Uniform1(mUniform_TextureUseEmissiveMap, 1); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureEmissiveMap, textureIndex); GL.Uniform1(mUniform_TextureUseEmissiveMap, 0); } textureIndex++; // Blendmapping: if (mesh.Terrain._texBlend > 0 && mesh.Terrain._texBlend != KWEngine.TextureBlack) { GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texBlend); GL.Uniform1(mUniform_TextureBlend, textureIndex); textureIndex++; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texR); GL.Uniform1(mUniform_TextureRed, textureIndex); textureIndex++; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); if (mesh.Terrain._texG > 0 && mesh.Terrain._texG != KWEngine.TextureAlpha) { GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texG); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureAlpha); } GL.Uniform1(mUniform_TextureGreen, textureIndex); textureIndex++; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); if (mesh.Terrain._texB > 0 && mesh.Terrain._texB != KWEngine.TextureAlpha) { GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texB); } else { GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureAlpha); } GL.Uniform1(mUniform_TextureBlue, textureIndex); textureIndex++; GL.Uniform1(mUniform_UseBlend, 1); } else { GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureBlend, textureIndex); textureIndex++; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureRed, textureIndex); textureIndex++; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureGreen, textureIndex); textureIndex++; GL.ActiveTexture(TextureUnit.Texture0 + textureIndex); GL.BindTexture(TextureTarget.Texture2D, KWEngine.TextureBlack); GL.Uniform1(mUniform_TextureBlue, textureIndex); textureIndex++; GL.Uniform1(mUniform_UseBlend, 0); } GL.BindVertexArray(mesh.VAO); GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.VBOIndex); GL.DrawElements(mesh.Primitive, mesh.IndexCount, DrawElementsType.UnsignedInt, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); GL.BindVertexArray(0); } if (g.Opacity < 1) { GL.Disable(EnableCap.Blend); } }