//! 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); }
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); } }
public void Bind(BindableContainer a_container, Binding a_binding) { m_internalObject.Bind(a_container.Textures++, a_binding.Handle); }
public void Bind() { _texture.Bind(); _vertexArrayHandle.Bind(); }
/// <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" ); }
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(); }