예제 #1
0
 public virtual void Dispose()
 {
     if (font != null)
     {
         font.Dispose();
     }
     if (colorFBO != null)
     {
         colorFBO.Dispose();
     }
     if (depthFBO != null)
     {
         depthFBO.Dispose();
     }
     if (skybox != null)
     {
         skybox.Dispose();
     }
     skybox           = null;
     colorFBO         = null;
     depthFBO         = null;
     font             = null;
     world            = null;
     Node.ObjectCount = 0;
     GLSLShader.UnBindShader();
     GLSLShader.SetShader("default.shader", "");
 }
예제 #2
0
        /// <summary>
        /// renderoi worldin valosta päin (pelkän depthin)
        /// </summary>
        public static void SetupShadows(Renderable world, int lightNo, bool withParticles)
        {
            if (UseShadowMapping == false)
            {
                return;
            }

            if (Light.Lights.Count == 0)
            {
                Log.WriteLine("SetupShadows requires at least one light source!", false);
                return;
            }
            GL.Disable(EnableCap.Blend);
            GL.ColorMask(false, false, false, false);
            GL.Disable(EnableCap.CullFace);
            GL.PolygonOffset(1, 1);
            GL.Enable(EnableCap.PolygonOffsetFill);

            fbo.BindDepth();
            fbo.BindFBO();
            fbo.Clear();

            // kuvakulma valosta päin
            GLExt.LoadMatrix(ref Light.Lights[lightNo].OrigOrientationMatrix);
            GLExt.Translate(-Light.Lights[lightNo].Position.X, -Light.Lights[lightNo].Position.Y, -Light.Lights[lightNo].Position.Z);

            SetTextureMatrix();
            Frustum.CalculateFrustum();

            VBO.FastRenderPass = true;
            depthShader.UseProgram();
            world.Render();
            if (withParticles)
            {
                depthShaderAlphaTest.UseProgram();
                Particles.Render();
                GLSLShader.UnBindShader();
            }
            VBO.FastRenderPass = false;
            fbo.UnBindFBO();

            GL.Disable(EnableCap.PolygonOffsetFill);
            GL.Enable(EnableCap.CullFace);
            GL.ColorMask(true, true, true, true);

            GLExt.LoadIdentity();
            GameClass.NumOfObjects = 0;

            ShadowMapping.UnBindLightMask();
        }
예제 #3
0
파일: VBO.cs 프로젝트: Keilerr/csat
        /// <summary>
        /// renderoi vbo
        /// </summary>
        public void Render()
        {
            GL.ActiveTexture(TextureUnit.Texture0);

            if (VBO.FastRenderPass == false)
            {
                if (Shader != null)
                {
                    Shader.UseProgram();
                }
            }

            if (Settings.UseGL3 == true)
            {
                GL.BindVertexArray(vaoID);
                GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID);
                if (GLSLShader.CurrentShader != null)
                {
                    GLSLShader.CurrentShader.SetUniforms();
                    GLSLShader.CurrentShader.SetAttributes();
                }
                GL.DrawElements(BeginMode.Triangles, numOfIndices, DrawElementsType.UnsignedShort, IntPtr.Zero);
                GL.BindVertexArray(0);
                return;
            }
            else
            {
                // gl2
                GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID);
                if (GLSLShader.CurrentShader != null)
                {
                    GLSLShader.CurrentShader.SetUniforms();
                    GLSLShader.CurrentShader.SetAttributes();
                }
                else
                {
                    GLSLShader.UnBindShader();
                }

                GL.DrawElements(BeginMode.Triangles, numOfIndices, DrawElementsType.UnsignedShort, IntPtr.Zero);
            }
        }
예제 #4
0
        // debug
        public void RenderSkeleton()
        {
            if (Settings.UseGL3 == false)
            {
                GLSLShader.UnBindShader();

                GL.Disable(EnableCap.Texture2D);
                GL.Disable(EnableCap.DepthTest);
                GLExt.PushMatrix();
                {
                    GL.Translate(Position.X, Position.Y, Position.Z);
                    GL.Rotate(Rotation.X, 1, 0, 0);
                    GL.Rotate(Rotation.Y, 0, 1, 0);
                    GL.Rotate(Rotation.Z, 0, 0, 1);
                    GL.Rotate(-90, 1, 0, 0);
                    GL.Scale(Scale.X, Scale.Y, Scale.Z);
                    GL.PointSize(5);
                    GLExt.Color4(1, 0, 0, 1);
                    GL.Begin(BeginMode.Points);
                    for (int q = 0; q < numJoints; q++)
                    {
                        GL.Vertex3(skeleton[q].pos);
                    }
                    GL.End();
                    GL.PointSize(1);
                    GLExt.Color4(0, 1, 0, 1);
                    GL.Begin(BeginMode.Lines);
                    for (int q = 0; q < numJoints; q++)
                    {
                        if (skeleton[q].parent != -1)
                        {
                            GL.Vertex3(skeleton[skeleton[q].parent].pos);
                            GL.Vertex3(skeleton[q].pos);
                        }
                    }
                    GL.End();
                }
                GLExt.PopMatrix();
                GL.Enable(EnableCap.DepthTest);
                GL.Enable(EnableCap.Texture2D);
                GLExt.Color4(1, 1, 1, 1);
            }
        }
예제 #5
0
        /// <summary>
        /// putsaa listat ja poista gl-datat
        /// </summary>
        public void ClearArrays()
        {
            Texture.DisposeAll();
            GLSLShader.DisposeAll();
            Material.DisposeAll();
            Particles.DisposeAll();

            Light.Lights.Clear();
            Path.Paths.Clear();

            world            = null;
            world            = new Renderable("World");
            Node.ObjectCount = 0;
            for (int q = 0; q < Texture.MaxTextures; q++)
            {
                Texture.UnBind(q);
            }
            GLSLShader.UnBindShader();

            GLSLShader.SetShader("default.shader", "");

            GC.Collect();
            GC.WaitForPendingFinalizers();
        }