public static void Set(DepthMaskState DepthMaskState) { if (Current != DepthMaskState) { Graphics.State.OnStateChanging?.Invoke(); Graphics.SetDepthMask(DepthMaskState); Current = DepthMaskState; Graphics.State.OnStateChanged?.Invoke(); } }
public static QuaterNode Create() { var model = new QuaterModel(); var vs = new VertexShader(vertexCode); var fs = new FragmentShader(fragmentCode); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); var stencilFunc = new StencilFuncState(EStencilFunc.Always, 1, 0xFF, EStencilFunc.Equal, 1, 0xFF); var stencilOp = new StencilOpState(EStencilOp.Keep, EStencilOp.Keep, EStencilOp.Replace, EStencilOp.Keep, EStencilOp.Keep, EStencilOp.Keep); var stencilMask = new StencilMaskState(0xFF, 0x00); var colorMask = new ColorMaskState(false, false, false, false); var depthMask = new DepthMaskState(false); var clearBuffer = new UserDefineState(); clearBuffer.TurnOn += clearBuffer_On; var builder = new RenderMethodBuilder(array, map, stencilFunc, stencilOp, stencilMask, colorMask, depthMask, clearBuffer); var node = new QuaterNode(model, builder); node.Initialize(); return(node); }
internal override void SetDepthMask(DepthMaskState depthMaskState) { GL.depthMask(depthMaskState.Depth); }
public bool Equals(DepthMaskState depthMaskState) { return(this == depthMaskState); }
public static void SetDefault(DepthMaskState depthMaskState) => Default = depthMaskState;
internal abstract void SetDepthMask(DepthMaskState depthMaskState);
public override void Draw() { surface.Bind(); // Clear the screen if (Input.Keyboard.Down(KeyCode.Space)) { Graphics.Clear(1d); } else { Graphics.Clear(Colour.Black); } Graphics.State.Reset(); CullModeState.Set(cullModeState); DepthState.LessEqual.Set(); PolygonModeState.Set(polygonModeState); if (Input.Mouse.RightDown) { Shaders.RendererFog.Bind(); Shaders.RendererFog.MVP = Camera.Matrix; Shaders.RendererFog.MV = Camera.ViewMatrix; Shaders.RendererFog.FogType = InternalShaders.FogType.Linear; //Shaders.RendererFog.FogDensity = 0.013f; Shaders.RendererFog.FogColour = Colour.Black; Shaders.RendererFog.FogStart = Camera.zNear; Shaders.RendererFog.FogEnd = Camera.zFar; } else { Shaders.Renderer.Bind(); Shaders.Renderer.MVP = Camera.Matrix; } Renderer.Draw.ResetTransform(); Renderer.Draw3D.ResetTransform(); // Start Drawing Renderer.Draw3D.SetTransform(test); Renderer.Draw3D.Cube(Colour.Cyan, Colour.Yellow, Colour.Red, Colour.Blue, Colour.Green, Colour.Magenta); Renderer.Draw3D.ResetTransform(); Renderer.Draw3D.SetTransform(test2); Colour c2 = new Colour(Math.CosNormalized(Time.TotalSeconds * 1.5f), Math.CosNormalized(Time.TotalSeconds * 1.4f), Math.CosNormalized(Time.TotalSeconds * 1.3f), 1f); Renderer.Draw3D.CubeWireframe(c2); Renderer.Draw3D.ResetTransform(); Renderer.Draw3D.SetTransform(test3); Renderer.Draw3D.Cube(new Colour(0f, 0f, 0f, 1f), new Colour(1f, 0f, 0f, 1f), new Colour(0f, 1f, 0f, 1f), new Colour(1f, 1f, 0f, 1f), new Colour(0f, 0f, 1f, 1f), new Colour(1f, 0f, 1f, 1f), new Colour(0f, 1f, 1f, 1f), new Colour(1f, 1f, 1f, 1f)); Renderer.Draw3D.ResetTransform(); Transform cubeGridTransformParent = new Transform(); cubeGridTransformParent.Position = new Vector3(80, 0, 80); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { for (int z = 0; z < 5; z++) { Transform cubeGridTransform = new Transform(); cubeGridTransform.Parent = cubeGridTransformParent; cubeGridTransform.Position = new Vector3(x * 6, y * 6, z * 6); cubeGridTransform.Rotation = Quaternion.CreateFromEuler(new Vector3(-Time.TotalSeconds * 0.3f * x, -Time.TotalSeconds * 0.25f * y, -Time.TotalSeconds * 0.09f * z)); cubeGridTransform.Shear = new Shear3D(Math.Sin(y * Time.TotalSeconds * 1.7f) * 0.2f, z * Math.Sin(Time.TotalSeconds * 1.9f) * 0.4f, Math.Sin(x * Time.TotalSeconds * 1.8f) * 0.3f, z * Math.Sin(Time.TotalSeconds * 1.8f) * 0.3f, Math.Sin(x * Time.TotalSeconds * 1.9f) * 0.4f, y * Math.Sin(Time.TotalSeconds * 1.7f) * 0.2f); Renderer.Draw3D.SetTransform(cubeGridTransform); //Renderer.Draw3D.CubeLines(new Colour(Math.SinNormalized(x + Time.TotalSeconds * 1.5f), Math.SinNormalized(y + Time.TotalSeconds * 1.4f), Math.SinNormalized(z + Time.TotalSeconds * 1.3f), 1f)); Renderer.Draw3D.Cube(Colour.Cyan, Colour.Yellow, Colour.Red, Colour.Blue, Colour.Green, Colour.Magenta); //Renderer.Draw3D.Cube(new Colour(0f, 0f, 0f, 1f), // new Colour(1f, 0f, 0f, 1f), // new Colour(0f, 1f, 0f, 1f), // new Colour(1f, 1f, 0f, 1f), // new Colour(0f, 0f, 1f, 1f), // new Colour(1f, 0f, 1f, 1f), // new Colour(0f, 1f, 1f, 1f), // new Colour(1f, 1f, 1f, 1f)); } } } Renderer.Draw3D.ResetTransform(); Transform2D t2D = new Transform2D(); //t2D.Rotation = Math.Sin(Time.TotalSeconds) * 0.03f; t2D.ShearX = Math.Sin(Time.TotalSeconds) * 0.4f; t2D.ShearY = Math.Sin(Time.TotalSeconds * 0.7f) * 0.5f; Renderer.Draw.SetTransform(t2D); Transform t = new Transform(); //t.Rotation = Quaternion.CreateRotationZ(Math.Sin(Time.TotalSeconds) * 0.01f); //t.Shear = new Shear3D(0, 0, Math.Sin(Time.TotalSeconds * 0.7f) * 0.5f, Math.Cos(Time.TotalSeconds * 0.7f) * 0.5f, 0, 0); Renderer.Draw3D.SetTransform(t); Colour gridColour = new Colour(0.1f, 0.1f, 0.1f, 1f); int length = 100; //for (int yy = -length; yy <= length; yy++) //for (int yy = 0; yy <= 0; yy++) //{ //float yy = cameraPosition.Y - 2f; float yy = -5f; for (int i = 0; i <= length; i++) { Renderer.Draw3D.Line(new Vector3(-length, yy, i), new Vector3(length, yy, i), gridColour); if (i != 0) { Renderer.Draw3D.Line(new Vector3(-length, yy, -i), new Vector3(length, yy, -i), gridColour); } Renderer.Draw3D.Line(new Vector3(i, yy, -length), new Vector3(i, yy, length), gridColour); if (i != 0) { Renderer.Draw3D.Line(new Vector3(-i, yy, -length), new Vector3(-i, yy, length), gridColour); } } Renderer.Draw3D.Line(new Vector3(-length, yy, -length), new Vector3(-length, yy + length, -length), gridColour); Renderer.Draw3D.Line(new Vector3(length, yy, -length), new Vector3(length, yy + length, -length), gridColour); Renderer.Draw3D.Line(new Vector3(-length, yy, length), new Vector3(-length, yy + length, length), gridColour); Renderer.Draw3D.Line(new Vector3(length, yy, length), new Vector3(length, yy + length, length), gridColour); //} //for (int y = -length; y <= length; y++) //{ // for (int x = -length; x <= length; x++) // { // for (int z = -length; z <= length; z++) // { // Renderer.Draw.Points.Point(new Vector3(x, y, z), gridColour); // } // } //} Renderer.Draw.Triangle(new Vector2(0f, 1f), new Vector2(0f, 1f) * Matrix2D.CreateRotationZ(Rotation.Third), new Vector2(0f, 1f) * Matrix2D.CreateRotationZ(Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue, null, null, null, -Time.TotalSeconds * 0.5f, Vector2.Zero); // Right Renderer.Draw3D.Triangle(new Vector3(20f, 10f, 0f), new Vector3(20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.Third), new Vector3(20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue); Renderer.Draw3D.Triangle(new Vector3(50f, 50f, 0f), new Vector3(50f, 50f, 0f) * Quaternion.CreateRotationX(Rotation.Third), new Vector3(50f, 50f, 0f) * Quaternion.CreateRotationX(Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue); // Left Renderer.Draw3D.Triangle(new Vector3(-20f, 10f, 0f), new Vector3(-20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.TwoThirds), new Vector3(-20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.Third), Colour.Red, Colour.Green, Colour.Blue); Renderer.Draw3D.Triangle(new Vector3(-50f, 50f, 0f), new Vector3(-50f, 50f, 0f) * Quaternion.CreateFromAxisAngle(Vector3.Left, Rotation.Third), new Vector3(-50f, 50f, 0f) * Quaternion.CreateFromAxisAngle(Vector3.Left, Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue); // Forward //Renderer.Draw3D.Triangle(new Vector3(0f, 2f, 10f), // new Vector3(0f, 2f, 10f) * Quaternion.CreateRotationZ(Rotation.Third), // new Vector3(0f, 2f, 10f) * Quaternion.CreateRotationZ(Rotation.TwoThirds), // Colour.Red, // Colour.Green, // Colour.Blue); //Renderer.Draw3D.Triangle(new Vector3(0f, 10f, 20f), // new Vector3(0f, 10f, 20f) * Quaternion.CreateRotationZ(Rotation.Third), // new Vector3(0f, 10f, 20f) * Quaternion.CreateRotationZ(Rotation.TwoThirds), // Colour.Red, // Colour.Green, // Colour.Blue); //Renderer.Draw3D.Triangle(new Vector3(0f, 50f, 50f), // new Vector3(0f, 50f, 50f) * Quaternion.CreateRotationZ(Rotation.Third).Matrix, // new Vector3(0f, 50f, 50f) * Quaternion.CreateRotationZ(Rotation.TwoThirds).Matrix, // Colour.Red, // Colour.Green, // Colour.Blue); for (int i = 0; i < 500; i += 5) { Renderer.Draw3D.Triangle(new Vector3(0f, i * 0.2f, i * 0.5f) * Quaternion.CreateRotationZ(Rotation.Zero + i * 0.001f - Time.TotalSeconds * 0.1f), new Vector3(0f, i * 0.2f, i * 0.5f) * Quaternion.CreateRotationZ(Rotation.Third + i * 0.001f - Time.TotalSeconds * 0.1f), new Vector3(0f, i * 0.2f, i * 0.5f) * Quaternion.CreateRotationZ(Rotation.TwoThirds + i * 0.001f - Time.TotalSeconds * 0.1f), Colour.Red, Colour.Green, Colour.Blue); } // Backward Renderer.Draw3D.Triangle(new Vector3(0f, 10f, -20f), new Vector3(0f, 10f, -20f) * Quaternion.CreateRotationZ(Rotation.TwoThirds), new Vector3(0f, 10f, -20f) * Quaternion.CreateRotationZ(Rotation.Third), Colour.Red, Colour.Green, Colour.Blue); Renderer.Draw3D.Triangle(new Vector3(0f, 50f, -50f), new Vector3(0f, 50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Backward, Rotation.Third), new Vector3(0f, 50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Backward, Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue); // Up Renderer.Draw3D.Triangle(new Vector3(0f, 20f, -10f), new Vector3(0f, 20f, -10f) * Quaternion.CreateRotationY(Rotation.Third), new Vector3(0f, 20f, -10f) * Quaternion.CreateRotationY(Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue); Renderer.Draw3D.Triangle(new Vector3(0f, 50f, -50f), new Vector3(0f, 50f, -50f) * Quaternion.CreateRotationY(Rotation.Third), new Vector3(0f, 50f, -50f) * Quaternion.CreateRotationY(Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue); // Down Renderer.Draw3D.Triangle(new Vector3(0f, -20f, -10f), new Vector3(0f, -20f, -10f) * Quaternion.CreateRotationY(Rotation.TwoThirds), new Vector3(0f, -20f, -10f) * Quaternion.CreateRotationY(Rotation.Third), Colour.Red, Colour.Green, Colour.Blue); Renderer.Draw3D.Triangle(new Vector3(0f, -50f, -50f), new Vector3(0f, -50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Down, Rotation.Third), new Vector3(0f, -50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Down, Rotation.TwoThirds), Colour.Red, Colour.Green, Colour.Blue); DepthMaskState.Disabled.Set(); Textures.Test.Bind(); Renderer.Draw.Rectangle(2f, -0.5f, 1f, 1f, Colour.White, Colour.White, Colour.White, Colour.White, UV.BottomLeft, UV.BottomRight, UV.TopLeft, UV.TopRight, -Time.TotalSeconds * 0.5f, new Vector2(2.5f, 0f)); Renderer.Draw.Sprite(Sprites.Test1, new Vector2(4f, -0.5f), Vector2.One / Sprites.Test1.MaxLength, Colour.White); Renderer.Draw.Sprite(Sprites.Test2, new Vector2(6f, -0.5f), Vector2.One / Sprites.Test2.MaxLength, Colour.White); Renderer.Draw.Sprite(Sprites.Test3, new Vector2(8f, -0.5f), Vector2.One / Sprites.Test3.MaxLength, Colour.White); Renderer.Draw.Text(SpriteFonts.Font, "|:shadow=0,-1,0.01,0,0,0,0.5:|ABCDEFGHIJKLMNOPQRSTUVWXYZ\nabcdefghijklmnopqrstuvwxyz\n1234567890\n_-+=(){}[]<>\\|/;:'\"?.,!@#$%^&*~`", new Vector2(0f, 4f), Vector2.One / 7f, Colour.White, HAlign.Center, VAlign.Middle); DepthMaskState.Reset(); Renderer.Draw.ResetTransform(); // Test Geometry Shader //Shaders.GeometryTest.Bind(); //Shaders.GeometryTest.MVP = Camera.Matrix; //for (int x = 0; x < 20; x++) //{ // for (int y = 0; y < 20; y++) // { // Renderer.Draw3D.Point(x * 1.1f, y * 1.1f, 0f, Colour.Red); // } //} // NoiseShader Test Shaders.Noise.Bind(); Shaders.Noise.MVP = Camera.Matrix; Shaders.Noise.Time = Time.TotalSeconds; Renderer.Draw3D.Rectangle(new Vector3(-10f, -5f, -1f), new Vector3(10f, -5f, -1f), new Vector3(-10f, 5f, -1f), new Vector3(10f, 5f, -1f), Colour.White, //UV.BottomLeft, //UV.BottomRight, //UV.TopLeft, //UV.TopRight new Vector2(-1, -0.75f), new Vector2(1, -0.75f), new Vector2(-1, 0.75f), new Vector2(1, 0.75f) ); // GUI Layer DepthState.Off.Set(); Scene.Current?.Draw(); Camera2D.Width = Framebuffer.Current.Width; Camera2D.Height = Framebuffer.Current.Height; Shaders.Renderer.Bind(); Shaders.Renderer.MVP = Camera2D.Matrix; //Renderer.Draw.Text(SpriteFonts.Font, // "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...\nhhhheeeelllloooo", // new Vector2(2, height - 1), // Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)), // Colour.White, // HAlign.Left, // VAlign.Top); //Renderer.Draw.Text(SpriteFonts.Font, // $"|:shadow=0,-1,0.01,0,0,0,0.5:|{Camera.Rotation}\nStill testing...", // new Vector2(2, 1), // Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)), // Colour.White, // HAlign.Left, // VAlign.Bottom); //Renderer.Draw.Text(SpriteFonts.Font, // "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test", // new Vector2(width - 1, 1), // Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)), // Colour.White, // HAlign.Right, // VAlign.Bottom); //Renderer.Draw.Text(SpriteFonts.Font, // "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...\nhhhheeeelllloooo", // new Vector2(width - 1, height - 1), // Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)), // Colour.White, // HAlign.Right, // VAlign.Top); //Renderer.Draw.Text(SpriteFonts.Font, // "|:outline=1,0.01,0,0,0,1:|Test Test Test Test Test Test Test Test Test\nStill testing... ... ...", // new Vector2(width / 2, height / 2), // Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)), // Colour.White, // HAlign.Center, // VAlign.Middle); //Renderer.Draw.Text(SpriteFonts.Font, // "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...", // new Vector2(width / 2, height / 2 + 50), // Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f) * 3f), // Colour.White, // HAlign.Center, // VAlign.Middle); //Renderer.Draw.Text(SpriteFonts.Font, // "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...", // new Vector2(width / 2, height / 2 - 50), // Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f) * 2f), // Colour.White, // HAlign.Center, // VAlign.Middle); //Renderer.Draw.TriangleListStrip.Begin(); ////int ii = Random.Range(1000, 10000); //for (int i = 0; i < 10000; i++) // Renderer.Draw.TriangleListStrip.AddVertex(new Vector3(Random.Range(-100f, 100f), Random.Range(-100f, 100f), 0.0f), // new Colour(Random.Range(1f), Random.Range(1f), Random.Range(1f), Random.Range(1f))); //Renderer.Draw.TriangleListStrip.End(); // TODO - LineListStrip //Renderer.Draw.LineListStrip.Begin(); //for (int i = 0; i < 10; i++) // Renderer.Draw.LineListStrip.AddVertex(new Vector3(Random.Range(-6f, -2f), Random.Range(-2f, 2f), 0.0f), // new Colour(Random.Range(1f), Random.Range(1f), Random.Range(1f), Random.Range(1f))); //Renderer.Draw.LineListStrip.End(); //Renderer.Draw.Circle(new Vector2(0f, -8f), 10f, Colour.Green, Colour.Green.Alpha(0.1f), (int)Math.Lerp(8f, 64f, Math.SinNormalized(Time.TotalSeconds))); //for (int i = 0; i < 10000; i++) // Renderer.Draw.PolyPoint(new Vector2(Random.Range(0, width), Random.Range(0, height)), // new Colour(Random.Range(1f), Random.Range(1f), Random.Range(1f), 1f)); //Framebuffer.Bind(null); //Renderer.Draw.Framebuffer(surface, 0, // -5f, 5f, 0.1f, // Colour.White); //Renderer.Draw.Text(SpriteFonts.Font, // debugString, // new Vector2(2, Framebuffer.Current.Height - 1), // Vector2.One, // Colour.White, // HAlign.Left, // VAlign.Top); // Draw Depth Buffer if (Input.Keyboard.Down(KeyCode.F1)) { Graphics.State.Reset(); Shaders.LinearizeDepth.Bind(); Shaders.LinearizeDepth.MVP = surface.Matrix; Shaders.LinearizeDepth.zNear = Camera.zNear; Shaders.LinearizeDepth.zFar = Camera.zFar; Renderer.Draw.Framebuffer(surface, TextureAttachment.Depth, 0, 0, Colour.White); Shaders.Renderer.Bind(); Shaders.Renderer.MVP = Framebuffer.Default.Matrix; } // Draw to Screen Framebuffer.Default.Bind(); Graphics.Clear(new Colour(0.1f, 0.1f, 0.1f, 1f)); Graphics.State.Reset(); scale = Math.Max(1, Math.Min(Window.Width / width, Window.Height / height)); // Render Framebuffer Shaders.Renderer.Bind(); Shaders.Renderer.MVP = Framebuffer.Default.Matrix; Renderer.Draw.Framebuffer(surface, TextureAttachment.Colour0, (Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, scale, Colour.White); //Renderer.Draw.Framebuffer(surface, TextureAttachment.Colour0, (Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, scale, Math.Sin(Time.TotalSeconds) * 0.03f, new Vector2(Window.Width / 2f, Window.Height / 2f), Colour.White); // Blit Framebuffer //surface.BlitTextureTo(Framebuffer.Default, TextureAttachment.Colour0, BlitFilter.Nearest, new RectangleI((Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, width * scale, height * scale)); Renderer.Draw.Text(SpriteFonts.Font, debugString, new Vector2(2, Framebuffer.Current.Height - 1), Vector2.One * 3f, Colour.White, HAlign.Left, VAlign.Top); Renderer.Flush(); // Screenshot if (Input.Keyboard.Pressed(KeyCode.F9)) { string s = "X:/Dropbox/Clint/Gamedev/2018-03-22 CKGL/screenshots/"; if (!System.IO.Directory.Exists(s)) { s = "C:/Users/Clint Kilmer/Dropbox/Clint/Gamedev/2018-03-22 CKGL/screenshots/"; } int sequentialNumber = 1; while (System.IO.File.Exists($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png")) { sequentialNumber++; } surface.SavePNG($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png"); //System.GC.Collect(); } }