コード例 #1
0
        public void WriteToShader(string name, RendererShader shader)
        {
            var prefix = name += ".";

            shader.SetVector4(prefix + "DiffuseColor", DiffuseColor);
            shader.SetInt(prefix + "DiffuseMap", 0);
            shader.SetInt(prefix + "SpecularMap", 1);
            shader.SetFloat(prefix + "Ambient", Ambient);
            shader.SetFloat(prefix + "Shininess", Shininess);
            shader.SetFloat(prefix + "SpecularStrength", SpecularStrength);
        }
コード例 #2
0
        private void RenderPass2(RenderContext context, Camera camera)
        {
            Pass = DeferredPass.Pass2;
            ObjectManager.PushDebugGroup("OnRender LightShader", this);

            _DefLightShader.Bind();

            GPosition.Bind(TextureUnit.Texture0);
            GNormal.Bind(TextureUnit.Texture1);
            GAlbedoSpec.Bind(TextureUnit.Texture2);
            GMaterial.Bind(TextureUnit.Texture3);

            if (Renderer.Current.UseShadows)
            {
                context.GetPipeline <DirectionalShadowRenderPipeline>().FrameBuffer.GetDestinationTexture().Bind(TextureUnit.Texture4);
                _DefLightShader.SetInt("DirectionalShadowMap", 4);
                context.GetPipeline <PointShadowRenderPipeline>().FrameBuffer.GetDestinationTexture().Bind(TextureUnit.Texture5);
                _DefLightShader.SetInt("PointShadowMap", 5);
            }

            _DefLightShader.SetVector3("ViewPos", camera.Position);
            _DefLightShader.SetFloat("FarPlane", camera.FarPlane);

            // TODO: Move to Pass1
            //_DefLightShader.SetMaterial("material", Material.Default);

            _DefLightShader.BindBlock("LightsArray", context.LightBinding);
            _DefLightShader.SetInt("LightCount", context.LightObjects.Count);

            context.GetPipeline <ForwardRenderPipeline>().FrameBuffer.Bind();
            vao.Bind();
            GL.Disable(EnableCap.DepthTest);
            vao.Draw();
            GL.Enable(EnableCap.DepthTest);

            ObjectManager.PopDebugGroup();
        }