Пример #1
0
        protected internal override void Render(Scenes.Scene scene, Cameras.Camera camera, int viewportWidth, int viewportHeight)
        {
            sprites.Clear();

		scene.TraverseVisible(c => 
        {
            var sprite = c as Sprite;
            if (sprite != null) sprites.Add(sprite);
		});

		if (sprites.Count == 0) return;

		// setup gl

		GL.UseProgram( program );
		GL.EnableVertexAttribArray( attributes.position );
		GL.EnableVertexAttribArray( attributes.uv );
		GL.Disable( EnableCap.CullFace);
		GL.Enable( EnableCap.Blend);
		GL.BindBuffer( BufferTarget.ArrayBuffer, vertexBuffer );
		GL.VertexAttribPointer( attributes.position, 2, VertexAttribPointerType.Float, false, 2 * 8, 0 );
		GL.VertexAttribPointer( attributes.uv, 2, VertexAttribPointerType.Float, false, 2 * 8, 8 );
		GL.BindBuffer(BufferTarget.ElementArrayBuffer, elementBuffer );
		GL.UniformMatrix4(uniforms.projectionMatrix, 16, false, camera.projectionMatrix.elements);
		GL.ActiveTexture(TextureUnit.Texture0);
		GL.Uniform1( uniforms.map, 0 );
		var oldFogType = 0;
		var sceneFogType = 0;
		var fog = scene.Fog;

		if (fog != null)
        {
            GL.Uniform3(uniforms.fogColor, scene.Fog.Color.R, scene.Fog.Color.G, scene.Fog.Color.B);

            var linear = fog as FogLinear;
            var exp2 = fog as FogExp2;

			if (linear != null) 
            {
                GL.Uniform1( uniforms.fogNear, linear.Near);
				GL.Uniform1( uniforms.fogFar, linear.Far);
                GL.Uniform1( uniforms.fogType, 1 );
				oldFogType = 1;
				sceneFogType = 1;
			} 
            else if ( exp2 != null) 
            {
				GL.Uniform1( uniforms.fogDensity, exp2.Density);
				GL.Uniform1( uniforms.fogType, 2 );
				oldFogType = 2;
				sceneFogType = 2;
			}
		} 
        else 
        {
			GL.Uniform1( uniforms.fogType, 0 );
			oldFogType = 0;
			sceneFogType = 0;
		}

		// update positions and sort
		foreach( var sprite in sprites) 
        {
            var material = sprite.Material;
			sprite.modelViewMatrix.MultiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
			sprite.Zdepth = -sprite.modelViewMatrix.elements[ 14 ];
		}

		sprites.Sort( PainterSortStable );

		// render all sprites
foreach( var sprite in sprites) 
        {
			var material = sprite.Material as SpriteMaterial;

			GL.Uniform1( uniforms.alphaTest, material.ShouldAlphaTest);
			GL.UniformMatrix4( (int)uniforms.modelViewMatrix, 16, false, sprite.modelViewMatrix.elements );

			var fogType = 0;

			if ( scene.Fog != null && material.UseFog) fogType = sceneFogType;

			if ( oldFogType != fogType ) 
            {
				GL.Uniform1( uniforms.fogType, fogType );
				oldFogType = fogType;
			}

			if ( material.DiffuseMap != null ) 
            {
                GL.Uniform2(uniforms.uvOffset, material.DiffuseMap.Offset.x, material.DiffuseMap.Offset.y);
                GL.Uniform2(uniforms.uvScale, material.DiffuseMap.Repeat.x, material.DiffuseMap.Repeat.y);
			}
            else 
            {
				GL.Uniform2( uniforms.uvOffset, 0, 0 );
				GL.Uniform2( uniforms.uvScale, 1, 1 );
			}

			GL.Uniform1( uniforms.opacity, material.Opacity );
            GL.Uniform3(uniforms.color, material.Diffuse.R, material.Diffuse.G, material.Diffuse.B);

			GL.Uniform1( uniforms.rotation, material.Rotation);
			GL.Uniform2( uniforms.scale, sprite.Scale.x, sprite.Scale.y);

			renderer.SetBlending( material.Blending, material.BlendEquation, material.BlendSource, material.BlendDestination);
			renderer.DepthTest = material.ShouldDepthTest;
			renderer.DepthWrite = material.ShouldDepthWrite;

			if ( material.DiffuseMap != null && material.DiffuseMap.Resolution.Width > 0) renderer.SetTexture( material.DiffuseMap, 0 );
            else renderer.SetTexture(texture, 0 );

			GL.DrawElements( BeginMode.TriangleFan, 6, DrawElementsType.UnsignedShort, 0 );
		}

		// restore gl
            GL.Enable( EnableCap.CullFace);
        }