コード例 #1
0
        //! On update window
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            GL.Viewport(0, 0, this.Size.X, this.Size.Y);
            GL.Clear(ClearBufferMask.ColorBufferBit);

            _test_texture.Bind(7);
            _test_vao.Draw();

            Context.SwapBuffers();
            base.OnUpdateFrame(e);
        }
コード例 #2
0
ファイル: MapObjectArray.cs プロジェクト: juanjp600/cbre
 public void RenderTextured(IGraphicsContext context, ITexture lightmapTexture)
 {
     foreach (var subset in GetSubsets <ITexture>(Textured).Where(x => x.Instance != null))
     {
         GL.ActiveTexture(OpenTK.Graphics.OpenGL.TextureUnit.Texture0);
         var tex = (ITexture)subset.Instance;
         tex.Bind();
         GL.ActiveTexture(OpenTK.Graphics.OpenGL.TextureUnit.Texture1);
         lightmapTexture.Bind();
         Render(context, PrimitiveType.Triangles, subset);
         GL.ActiveTexture(OpenTK.Graphics.OpenGL.TextureUnit.Texture0);
     }
 }
コード例 #3
0
ファイル: Texture.cs プロジェクト: rGovers/Erde-Engine
 public void Bind(BindableContainer a_container, Binding a_binding)
 {
     m_internalObject.Bind(a_container.Textures++, a_binding.Handle);
 }
コード例 #4
0
 public void Bind()
 {
     _texture.Bind();
     _vertexArrayHandle.Bind();
 }
コード例 #5
0
 /// <summary>
 /// Binds a texture. Returns the unit that the texture occupies
 /// </summary>
 public virtual int BindTexture( ITexture texture )
 {
     if ( texture == null )
     {
         throw new ArgumentNullException( "texture" );
     }
     for ( int unit = 0; unit < m_Textures.Length; ++unit )
     {
         if ( m_Textures[ unit ] == null )
         {
             m_Textures[ unit ] = texture;
             texture.Bind( unit );
             return unit;
         }
     }
     throw new ApplicationException( "No free texture units" );
 }
コード例 #6
0
        void Render(IntPtr pParam)
        {
            // Attention!
            // The main thing you should keep in the mind is that matrix multiplication order should be
            // reversed when passing matrix to pRender3D->SetMatrix or pRender3D->MultMatrix methods.

            // camera setup
            // here and below matrix multiplication order is reversed
            TMatrix4x4 set = TMatrix4x4.MatrixRotate((float)(Math.Sin(uiCounter / 150f) * 65f), new TPoint3(0f, 1f, 0f)) *
                             TMatrix4x4.MatrixRotate(30f, new TPoint3(1f, 0f, 0f)) *
                             TMatrix4x4.MatrixTranslate(new TPoint3(0f, 0f, -2.5f)) *
                             TMatrix4x4.MatrixIdentity;

            pRender3D.SetMatrix(ref set);

            // Draw entire scene.

            // draw tiled grass floor

            // Some low-level things will be shown below, mainly for education purpose.
            // Of course, there is a way to do the same thing without using low-level API.

            pRender3D.PushMatrix(); // save current matrix

            // multiplicates current matrix with given one
            TMatrix4x4 mult = TMatrix4x4.MatrixScale(new TPoint3(8f, 8f, 8f)) *
                              TMatrix4x4.MatrixRotate(-90f, new TPoint3(1f, 0f, 0f));

            pRender3D.MultMatrix(ref mult);

            set = TMatrix4x4.MatrixScale(new TPoint3(8f, 8f, 8f));

            pCoreRenderer.SetMatrix(ref set, E_MATRIX_TYPE.MT_TEXTURE); // a simple way to tile texture

            // Here is the way for instant rendering of any custom geometry.

            pTexGrass.Bind(0); // current texture setup
            pRender3D.Draw(ref desc, E_CORE_RENDERER_DRAW_MODE.CRDM_TRIANGLE_STRIP, 4);

            set = TMatrix4x4.MatrixIdentity;

            pCoreRenderer.SetMatrix(ref set, E_MATRIX_TYPE.MT_TEXTURE); // return texture matrix to its normal state

            pRender3D.PopMatrix();                                      // return previous matrix

            // Ok, that's all with low-level things in this example.

            // turn off backface culling because of trees leaves (they will look better) and sprites rendering (we want txt and owl to be visible from both sides)
            pRender3D.ToggleBackfaceCulling(false);

            // draw some trees

            // turn on alpha test for correct rendering of trees leaves
            pRender3D.ToggleAlphaTest(true);

            // precalculate similar for all trees transformation part to make it faster
            TMatrix4x4 tree_rotate_and_scale = TMatrix4x4.MatrixScale(new TPoint3(2f, 2f, 2f)) *
                                               TMatrix4x4.MatrixRotate(-90f, new TPoint3(1f, 0f, 0f));

            // some copy-pasted code for each tree to draw all of them

            pRender3D.PushMatrix();
            mult = tree_rotate_and_scale * TMatrix4x4.MatrixTranslate(new TPoint3(2.3f, 0f, 1.2f));
            pRender3D.MultMatrix(ref mult);
            pTexTree1.Bind(0); // way to set current texture
            pMeshTree1.Draw();
            pRender3D.PopMatrix();

            pRender3D.PushMatrix();
            mult = tree_rotate_and_scale * TMatrix4x4.MatrixTranslate(new TPoint3(-2.15f, 0f, -1.75f));
            pRender3D.MultMatrix(ref mult);
            pTexTree1.Bind(0);
            pMeshTree1.Draw();
            pRender3D.PopMatrix();

            pRender3D.PushMatrix();
            mult = tree_rotate_and_scale * TMatrix4x4.MatrixTranslate(new TPoint3(-0.5f, 0f, -1f));
            pRender3D.MultMatrix(ref mult);
            pTexTree2.Bind(0);
            pMeshTree2.Draw();
            pRender3D.PopMatrix();

            pRender3D.PushMatrix();
            mult = tree_rotate_and_scale * TMatrix4x4.MatrixTranslate(new TPoint3(0.75f, 0f, 0.1f));
            pRender3D.MultMatrix(ref mult);
            pTexTree2.Bind(0);
            pMeshTree2.Draw();
            pRender3D.PopMatrix();

            pRender3D.PushMatrix();
            mult = tree_rotate_and_scale * TMatrix4x4.MatrixTranslate(new TPoint3(0.5f, 0f, -1.5f));
            pRender3D.MultMatrix(ref mult);
            pTexTree3.Bind(0);
            pMeshTree3.Draw();
            pRender3D.PopMatrix();

            pRender3D.PushMatrix();
            mult = tree_rotate_and_scale * TMatrix4x4.MatrixTranslate(new TPoint3(-0.75f, 0f, 0.25f));
            pRender3D.MultMatrix(ref mult);
            pTexTree3.Bind(0);
            pMeshTree3.Draw();
            pRender3D.PopMatrix();

            pRender3D.ToggleAlphaTest(false); // we don't need alphatest anymore

            // we use blending for further font and sprite rendering
            pRender3D.ToggleBlending(true);

            // draw text
            pRender3D.PushMatrix();

            const string txt       = "The very basics of the 3D graphics.";
            const float  txt_scale = 0.005f;

            uint w, h;

            pFont.GetTextDimensions(txt, out w, out h);

            mult = TMatrix4x4.MatrixScale(new TPoint3(txt_scale, txt_scale, txt_scale)) *
                   // tex is drawing in rather huge coordinates, so we will downscale it
                   TMatrix4x4.MatrixTranslate(new TPoint3(0f, h / 2f * txt_scale, 1.25f));           // move text up on half of it's height and little forward

            pRender3D.MultMatrix(ref mult);

            TColor4 c = TColor4.ColorOfficialOrange();

            pRender3D.SetColor(ref c); // set current color

            pFont.Draw3D(txt);

            c = TColor4.ColorWhite();
            pRender3D.SetColor(ref c); // return color back to white

            pRender3D.PopMatrix();

            // draw owl animated sprite as billboard
            pRender3D.PushMatrix();

            // here is a way to make a billboard sprite in 3D
            TMatrix4x4 cur_matrix = new TMatrix4x4();

            pRender3D.GetMatrix(out cur_matrix); // first we must get current matrix

            // now we set new current matrix
            TMatrix4x4 matr = TMatrix4x4.MatrixScale(new TPoint3((owlGoLeft ? -1f : 1f), 1f, 1f)) *
                                                          // the way to mirror sprite picture
                              TMatrix4x4.MatrixBillboard( // this function will remove any rotation from given matrix
                TMatrix4x4.MatrixScale(new TPoint3(0.35f, 0.35f, 0.35f)) *
                TMatrix4x4.MatrixTranslate(new TPoint3(owlX, 1f, -0.35f)) *
                cur_matrix);

            pRender3D.SetMatrix(ref matr);

            pTexOwl.Draw3D((uiCounter / 2) % 15); // fast way to render texture as square plane with size 1.0

            pRender3D.PopMatrix();

            pRender3D.ToggleBlending(false);
            pRender3D.ToggleBackfaceCulling(true); // turn backface culling back on here

            // draw monster
            pRender3D.PushMatrix();

            TPoint3 extents = new TPoint3();

            pModelZard.GetExtents(out extents); // retrieves dimensions of the model (ex. extents.x is a half of the models width)

            // here we will let monster go circles
            const float speed         = 1.2f;
            float       angle         = uiCounter / 75f;
            TPoint3     circle_center = new TPoint3(1f, 0f, 0.25f);

            mult = TMatrix4x4.MatrixRotate(-90f, new TPoint3(1f, 0f, 0f)) *
                   TMatrix4x4.MatrixRotate(angle * 180f / (float)Math.PI, new TPoint3(0f, -1f, 0f)) *
                   TMatrix4x4.MatrixTranslate(new TPoint3((float)(Math.Cos(angle) * speed), extents.z,
                                                          (float)(Math.Sin(angle) * speed)) + circle_center);

            pRender3D.MultMatrix(ref mult);

            pTexZard.Bind(0);

            // this model uses frame based animation, we just need to switch between meshes
            uint meshes_count;

            pModelZard.MeshsCount(out meshes_count);
            pModelZard.DrawMesh(uiCounter % meshes_count);

            pRender3D.PopMatrix();
        }