public override void Bind(Texture2D bb) { ib = bb; DFB.Bind( ); GL.ClearColor(1, 0, 0, 0); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); OutLineGraph.RenderDepth( ); DFB.Release( ); GL.Disable(EnableCap.Blend); // var tmp = ImageProcessing.ImageProcessor.BlurImage(DFB.BB, 0.9f); DFB.BB.Bind(0); bb.Bind(1); BFX.Bind( ); }
public void DrawShadowMap(SceneGraph3D graph) { Active = this; Cam3D cam = new Cam3D(); Effect.FXG.Cam = cam; cam.FOV = 90; cam.MaxZ = Quality.ShadowDepth; graph.CamOverride = cam; cam.LocalPos = LocalPos; cam.MaxZ = Quality.ShadowDepth; // cam.LocalTurn = LocalTurn; int fn = 0; GL.Disable(EnableCap.ScissorTest); App.SetVP.Set(0, 0, App.AppInfo.W, App.AppInfo.H); TextureTarget f = ShadowFB.SetFace(fn); SetCam(f, cam); graph.RenderingShadows = true; graph.RenderDepth(); SetCam(ShadowFB.SetFace(1), cam); graph.RenderDepth(); // ShadowFB.Release(); graph.CamOverride = null; SetCam(ShadowFB.SetFace(2), cam); graph.RenderDepth(); SetCam(ShadowFB.SetFace(3), cam); graph.RenderDepth(); SetCam(ShadowFB.SetFace(4), cam); graph.RenderDepth(); SetCam(ShadowFB.SetFace(5), cam); graph.RenderDepth(); ShadowFB.Release(); graph.RenderingShadows = false; graph.CamOverride = null; }
public void DrawShadowMap(SceneGraph3D graph) { Active = this; GraphCam3D cam = new GraphCam3D(); Effect.FXG.Cam = cam; cam.FOV = 90; cam.MaxZ = Quality.ShadowDepth; Effect.FXG.Proj = cam.ProjMat; graph.CamOverride = cam; cam.LocalPos = LocalPos; cam.MaxZ = Quality.ShadowDepth; // cam.LocalTurn = LocalTurn; int fn = 0; var f = ShadowFB.SetFace(fn); SetCam(f, cam); graph.RenderDepth(); SetCam(ShadowFB.SetFace(1), cam); graph.RenderDepth(); // ShadowFB.Release(); // graph.CamOverride = null; SetCam(ShadowFB.SetFace(2), cam); graph.RenderDepth(); SetCam(ShadowFB.SetFace(3), cam); graph.RenderDepth(); SetCam(ShadowFB.SetFace(4), cam); graph.RenderDepth(); SetCam(ShadowFB.SetFace(5), cam); graph.RenderDepth(); ShadowFB.Release(); graph.CamOverride = null; }