internal override void Draw(GameObject g, ref Matrix4 viewProjection, ref Matrix4 viewProjectionShadowBiased, ref Matrix4 viewProjectionShadowBiased2, HelperFrustum frustum, ref float[] lightColors, ref float[] lightTargets, ref float[] lightPositions, int lightCount, ref int lightShadow) { if (g == null || !g.HasModel || g.CurrentWorld == null || g.Opacity <= 0) { return; } g.IsInsideScreenSpace = frustum.SphereVsFrustum(g.GetCenterPointForAllHitboxes(), g.GetMaxDiameter() / 2); if (!g.IsInsideScreenSpace) { return; } GL.UseProgram(mProgramId); GL.Disable(EnableCap.Blend); lock (g) { GL.Uniform1(mUniform_BiasCoefficient, KWEngine.ShadowMapCoefficient); GL.Uniform4(mUniform_Glow, g.Glow.X, g.Glow.Y, g.Glow.Z, g.Glow.W); GL.Uniform3(mUniform_TintColor, g.Color.X, g.Color.Y, g.Color.Z); // How many lights are there? GL.Uniform1(mUniform_LightCount, lightCount); GL.Uniform4(mUniform_LightsColors, KWEngine.MAX_LIGHTS, lightColors); GL.Uniform4(mUniform_LightsTargets, KWEngine.MAX_LIGHTS, lightTargets); GL.Uniform4(mUniform_LightsPositions, KWEngine.MAX_LIGHTS, lightPositions); // Sun GL.Uniform4(mUniform_SunIntensity, g.CurrentWorld.GetSunColor()); GL.Uniform3(mUniform_SunPosition, g.CurrentWorld.GetSunPosition().X, g.CurrentWorld.GetSunPosition().Y, g.CurrentWorld.GetSunPosition().Z); Vector3 sunDirection = g.CurrentWorld.GetSunPosition() - g.CurrentWorld.GetSunTarget(); sunDirection.NormalizeFast(); GL.Uniform3(mUniform_SunDirection, ref sunDirection); GL.Uniform1(mUniform_SunAmbient, g.CurrentWorld.SunAmbientFactor); GL.Uniform1(mUniform_SunAffection, g.IsAffectedBySun ? 1 : 0); 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()); } // Upload depth texture (shadow mapping) GL.ActiveTexture(TextureUnit.Texture3); GL.BindTexture(TextureTarget.Texture2D, GLWindow.CurrentWindow.TextureShadowMap); GL.Uniform1(mUniform_TextureShadowMap, 3); try { Matrix4.Mult(ref g.ModelMatrixForRenderPass[0], ref viewProjection, out _modelViewProjection); Matrix4.Transpose(ref g.ModelMatrixForRenderPass[0], out _normalMatrix); Matrix4.Invert(ref _normalMatrix, out _normalMatrix); } catch (Exception) { _normalMatrix = g.ModelMatrixForRenderPass[0]; } GL.UniformMatrix4(mUniform_ModelMatrix, false, ref g.ModelMatrixForRenderPass[0]); GL.UniformMatrix4(mUniform_NormalMatrix, false, ref _normalMatrix); GL.UniformMatrix4(mUniform_MVP, false, ref _modelViewProjection); if (lightShadow >= 0) { Matrix4 modelViewProjectionMatrixBiased2 = g.ModelMatrixForRenderPass[0] * viewProjectionShadowBiased2; GL.ActiveTexture(TextureUnit.Texture5); GL.BindTexture(TextureTarget.Texture2D, GLWindow.CurrentWindow.TextureShadowMap2); GL.Uniform1(mUniform_TextureShadowMap2, 5); GL.Uniform1(mUniform_ShadowLightPosition, lightShadow); GL.UniformMatrix4(mUniform_MVPShadowMap2, false, ref modelViewProjectionMatrixBiased2); GL.Uniform1(mUniform_BiasCoefficient2, CurrentWorld.GetLightObjects().ElementAt(lightShadow).ShadowMapBiasCoefficient); } else { GL.Uniform1(mUniform_ShadowLightPosition, -1); GL.ActiveTexture(TextureUnit.Texture5); GL.BindTexture(TextureTarget.Texture2D, GLWindow.CurrentWindow.TextureShadowMap2); GL.Uniform1(mUniform_TextureShadowMap2, 5); } foreach (string meshName in g.Model.Meshes.Keys) { GeoMesh mesh = g.Model.Meshes[meshName]; GL.Uniform1(mUniform_SpecularPower, mesh.Material.SpecularPower); GL.Uniform1(mUniform_SpecularArea, mesh.Material.SpecularArea); // Shadow mapping Matrix4 modelViewProjectionMatrixBiased = g.ModelMatrixForRenderPass[0] * viewProjectionShadowBiased; GL.UniformMatrix4(mUniform_MVPShadowMap, false, ref modelViewProjectionMatrixBiased); GL.Uniform2(mUniform_TextureTransform, mesh.Terrain.mTexX, mesh.Terrain.mTexY); int texId = mesh.Material.TextureDiffuse.OpenGLID; if (texId > 0) { GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_Texture, 0); GL.Uniform1(mUniform_TextureUse, 1); } else { GL.Uniform1(mUniform_TextureUse, 0); } texId = mesh.Material.TextureNormal.OpenGLID; if (texId > 0) { GL.ActiveTexture(TextureUnit.Texture1); GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_TextureNormalMap, 1); GL.Uniform1(mUniform_TextureUseNormalMap, 1); } else { GL.Uniform1(mUniform_TextureUseNormalMap, 0); } texId = mesh.Material.TextureSpecular.OpenGLID; if (texId > 0) { GL.ActiveTexture(TextureUnit.Texture2); GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_TextureSpecularMap, 2); GL.Uniform1(mUniform_TextureUseSpecularMap, 1); } else { GL.Uniform1(mUniform_TextureUseSpecularMap, 0); } // Blendmapping: if (mesh.Terrain._texBlend > 0 && mesh.Terrain._texBlend != KWEngine.TextureBlack) { GL.ActiveTexture(TextureUnit.Texture10); GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texBlend); GL.Uniform1(mUniform_TextureBlend, 10); GL.ActiveTexture(TextureUnit.Texture11); GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texR); GL.Uniform1(mUniform_TextureRed, 11); if (mesh.Terrain._texG > 0 && mesh.Terrain._texG != KWEngine.TextureAlpha) { GL.ActiveTexture(TextureUnit.Texture12); GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texG); GL.Uniform1(mUniform_TextureGreen, 12); } if (mesh.Terrain._texB > 0 && mesh.Terrain._texB != KWEngine.TextureAlpha) { GL.ActiveTexture(TextureUnit.Texture13); GL.BindTexture(TextureTarget.Texture2D, mesh.Terrain._texB); GL.Uniform1(mUniform_TextureBlue, 13); } GL.Uniform1(mUniform_UseBlend, 1); } else { 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.BindTexture(TextureTarget.Texture2D, 0); GL.BindVertexArray(0); } } GL.UseProgram(0); }
internal override void Draw(GameObject g, ref Matrix4 viewProjection, ref Matrix4 viewProjectionShadowBiased, ref Matrix4 viewProjectionShadowBiased2, HelperFrustum frustum, ref float[] lightColors, ref float[] lightTargets, ref float[] lightPositions, int lightCount, ref int lightShadow) { if (g == null || !g.HasModel || g.CurrentWorld == null || g.Opacity <= 0) { return; } g.IsInsideScreenSpace = frustum.VolumeVsFrustum(g.GetCenterPointForAllHitboxes(), g.GetMaxDimensions().X, g.GetMaxDimensions().Y, g.GetMaxDimensions().Z); if (!g.IsInsideScreenSpace) { return; } GL.UseProgram(mProgramId); lock (g) { GL.Uniform1(mUniform_BiasCoefficient, KWEngine.ShadowMapCoefficient); GL.Uniform4(mUniform_Glow, g.Glow); GL.Uniform4(mUniform_Outline, g.ColorOutline); GL.Uniform3(mUniform_TintColor, g.Color); // How many lights are there? GL.Uniform1(mUniform_LightCount, lightCount); GL.Uniform4(mUniform_LightsColors, KWEngine.MAX_LIGHTS, lightColors); GL.Uniform4(mUniform_LightsTargets, KWEngine.MAX_LIGHTS, lightTargets); GL.Uniform4(mUniform_LightsPositions, KWEngine.MAX_LIGHTS, lightPositions); // Sun GL.Uniform4(mUniform_SunIntensity, g.CurrentWorld.GetSunColor()); GL.Uniform3(mUniform_SunPosition, g.CurrentWorld.GetSunPosition().X, g.CurrentWorld.GetSunPosition().Y, g.CurrentWorld.GetSunPosition().Z); Vector3 sunDirection = g.CurrentWorld.GetSunPosition() - g.CurrentWorld.GetSunTarget(); sunDirection.NormalizeFast(); GL.Uniform3(mUniform_SunDirection, ref sunDirection); GL.Uniform1(mUniform_SunAmbient, g.CurrentWorld.SunAmbientFactor); GL.Uniform1(mUniform_SunAffection, g.IsAffectedBySun ? 1 : 0); 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()); } // Upload depth texture (shadow mapping) GL.ActiveTexture(TextureUnit.Texture3); GL.BindTexture(TextureTarget.Texture2D, GLWindow.CurrentWindow.TextureShadowMap); GL.Uniform1(mUniform_TextureShadowMap, 3); if (lightShadow >= 0) { GL.ActiveTexture(TextureUnit.Texture5); GL.BindTexture(TextureTarget.Texture2D, GLWindow.CurrentWindow.TextureShadowMap2); GL.Uniform1(mUniform_TextureShadowMap2, 5); GL.Uniform1(mUniform_ShadowLightPosition, lightShadow); GL.Uniform1(mUniform_BiasCoefficient2, CurrentWorld.GetLightObjects().ElementAt(lightShadow).ShadowMapBiasCoefficient); } else { GL.ActiveTexture(TextureUnit.Texture5); GL.BindTexture(TextureTarget.Texture2D, GLWindow.CurrentWindow.TextureShadowMap2); GL.Uniform1(mUniform_TextureShadowMap2, 5); GL.Uniform1(mUniform_ShadowLightPosition, -1); } int index = 0; foreach (string meshName in g.Model.Meshes.Keys) { if (g._cubeModel is GeoModelCube6) { index = 0; } // Matrices: try { Matrix4.Mult(ref g.ModelMatrixForRenderPass[index], ref viewProjection, out _modelViewProjection); Matrix4.Transpose(ref g.ModelMatrixForRenderPass[index], out _normalMatrix); Matrix4.Invert(ref _normalMatrix, out _normalMatrix); } catch (Exception) { continue; } GL.UniformMatrix4(mUniform_ModelMatrix, false, ref g.ModelMatrixForRenderPass[index]); GL.UniformMatrix4(mUniform_NormalMatrix, false, ref _normalMatrix); GL.UniformMatrix4(mUniform_MVP, false, ref _modelViewProjection); // Shadow mapping Matrix4 modelViewProjectionMatrixBiased = g.ModelMatrixForRenderPass[index] * viewProjectionShadowBiased; GL.UniformMatrix4(mUniform_MVPShadowMap, false, ref modelViewProjectionMatrixBiased); if (lightShadow >= 0) { Matrix4 modelViewProjectionMatrixBiased2 = g.ModelMatrixForRenderPass[index] * viewProjectionShadowBiased2; GL.UniformMatrix4(mUniform_MVPShadowMap2, false, ref modelViewProjectionMatrixBiased2); } index++; GL.Disable(EnableCap.Blend); GeoMesh mesh = g.Model.Meshes[meshName]; if (mesh.Material.Opacity <= 0) { continue; } if (mesh.Material.Opacity < 1 || g.Opacity < 1) { GL.Enable(EnableCap.Blend); } if (g.Opacity < mesh.Material.Opacity) { GL.Uniform1(mUniform_Opacity, g.Opacity); } else { GL.Uniform1(mUniform_Opacity, mesh.Material.Opacity); } Dictionary <GameObject.Override, object> overrides = null; if (g._overrides.ContainsKey(mesh.Name)) { overrides = g._overrides[mesh.Name]; } if (mesh.BoneNames.Count > 0 && g.AnimationID >= 0 && g.Model.Animations != null && g.Model.Animations.Count > 0) { GL.Uniform1(mUniform_UseAnimations, 1); for (int i = 0; i < g.BoneTranslationMatrices[meshName].Length; i++) { Matrix4 tmp = g.BoneTranslationMatrices[meshName][i]; GL.UniformMatrix4(mUniform_BoneTransforms + i, false, ref tmp); } } else { GL.Uniform1(mUniform_UseAnimations, 0); } if (g._cubeModel != null) { GL.Uniform1(mUniform_SpecularPower, g._cubeModel.SpecularPower); GL.Uniform1(mUniform_SpecularArea, g._cubeModel.SpecularArea); } else { if (overrides == null || overrides.Count == 0) { GL.Uniform1(mUniform_SpecularPower, mesh.Material.SpecularPower); } else { bool found = overrides.TryGetValue(GameObject.Override.SpecularPower, out object value); if (found) { GL.Uniform1(mUniform_SpecularPower, (float)value); } else { GL.Uniform1(mUniform_SpecularPower, mesh.Material.SpecularPower); } } if (overrides == null || overrides.Count == 0) { GL.Uniform1(mUniform_SpecularArea, mesh.Material.SpecularArea); } else { bool found = overrides.TryGetValue(GameObject.Override.SpecularArea, out object value); if (found) { GL.Uniform1(mUniform_SpecularArea, (float)value); } else { GL.Uniform1(mUniform_SpecularArea, mesh.Material.SpecularArea); } } } if (g._cubeModel != null) { UploadMaterialForKWCube(g._cubeModel, mesh, g); GL.Uniform1(mUniform_TextureUseLightMap, 0); } else { if (mesh.Material.TextureLight.OpenGLID > 0) { GL.ActiveTexture(TextureUnit.Texture8); GL.BindTexture(TextureTarget.Texture2D, mesh.Material.TextureLight.OpenGLID); GL.Uniform1(mUniform_TextureLightMap, 8); GL.Uniform1(mUniform_TextureUseLightMap, 1); } else { GL.Uniform1(mUniform_TextureUseLightMap, 0); } bool found = false; object overrideValue = null; if (overrides != null && overrides.Count > 0) { found = overrides.TryGetValue(GameObject.Override.TextureTransform, out overrideValue); } if (found) { Vector2 uvTransform = (Vector2)overrideValue; GL.Uniform2(mUniform_TextureTransform, uvTransform.X, uvTransform.Y); } else { GL.Uniform2(mUniform_TextureTransform, mesh.Material.TextureDiffuse.UVTransform.X, mesh.Material.TextureDiffuse.UVTransform.Y); } // Diffuse texture: overrideValue = null; found = false; int texId = -1; if (overrides != null && overrides.Count > 0) { found = overrides.TryGetValue(GameObject.Override.TextureDiffuse, out overrideValue); } if (found) { texId = ((GeoTexture)overrideValue).OpenGLID; } else { texId = mesh.Material.TextureDiffuse.OpenGLID; } if (texId > 0) { GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_Texture, 0); GL.Uniform1(mUniform_TextureUse, 1); GL.Uniform3(mUniform_BaseColor, 1f, 1f, 1f); } else { GL.Uniform1(mUniform_TextureUse, 0); GL.Uniform3(mUniform_BaseColor, mesh.Material.ColorDiffuse.X, mesh.Material.ColorDiffuse.Y, mesh.Material.ColorDiffuse.Z); } overrideValue = null; found = false; texId = -1; if (overrides != null && overrides.Count > 0) { found = overrides.TryGetValue(GameObject.Override.TextureNormal, out overrideValue); } if (found) { texId = ((GeoTexture)overrideValue).OpenGLID; } else { texId = mesh.Material.TextureNormal.OpenGLID; } if (texId > 0) { GL.ActiveTexture(TextureUnit.Texture1); GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_TextureNormalMap, 1); GL.Uniform1(mUniform_TextureUseNormalMap, 1); } else { GL.Uniform1(mUniform_TextureUseNormalMap, 0); } overrideValue = null; found = false; texId = -1; if (overrides != null) { found = overrides.TryGetValue(GameObject.Override.TextureSpecular, out overrideValue); } if (found) { texId = ((GeoTexture)overrideValue).OpenGLID; } else { texId = mesh.Material.TextureSpecular.OpenGLID; } if (texId > 0) { GL.ActiveTexture(TextureUnit.Texture2); GL.BindTexture(TextureTarget.Texture2D, texId); GL.Uniform1(mUniform_TextureSpecularMap, 2); GL.Uniform1(mUniform_TextureUseSpecularMap, 1); if (!found && mesh.Material.TextureSpecularIsRoughness) { GL.Uniform1(mUniform_TextureSpecularIsRoughness, mesh.Material.TextureSpecularIsRoughness ? 1 : 0); } else { GL.Uniform1(mUniform_TextureSpecularIsRoughness, 0); } } else { GL.Uniform1(mUniform_TextureUseSpecularMap, 0); GL.Uniform1(mUniform_TextureSpecularIsRoughness, 0); } if (mesh.Material.TextureEmissive.OpenGLID > 0) { GL.ActiveTexture(TextureUnit.Texture4); GL.BindTexture(TextureTarget.Texture2D, mesh.Material.TextureEmissive.OpenGLID); GL.Uniform1(mUniform_TextureEmissiveMap, 4); GL.Uniform1(mUniform_TextureUseEmissiveMap, 1); } else { GL.Uniform1(mUniform_TextureUseEmissiveMap, 0); } if (g.ColorEmissive.W > 0) { GL.Uniform4(mUniform_EmissiveColor, g.ColorEmissive); } else { GL.Uniform4(mUniform_EmissiveColor, mesh.Material.ColorEmissive); } } GL.BindVertexArray(mesh.VAO); GL.BindBuffer(BufferTarget.ElementArrayBuffer, mesh.VBOIndex); GL.DrawElements(mesh.Primitive, mesh.IndexCount, DrawElementsType.UnsignedInt, 0); //HelperGL.CheckGLErrors(); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); GL.BindVertexArray(0); GL.BindTexture(TextureTarget.Texture2D, 0); } } GL.BindTexture(TextureTarget.Texture2D, 0); GL.UseProgram(0); }