Пример #1
0
 public void SetShadingUniforms(ShaderProgram shader)
 {
     this.ambientLightColorUniform = new Vector3Uniform("ambientLightColor", this.SceneLight.Color);
     this.ambientLightColorUniform.Set(shader);
     this.ambientLightStrengthUniform = new FloatUniform("ambientLightStrength", this.SceneLight.Strength);
     this.ambientLightStrengthUniform.Set(shader);
 }
Пример #2
0
        public void Render()
        {
            if (this.Active)
            {
                Matrix4Uniform textProjection = Engine.UniformManager.GetUniform <Matrix4Uniform>("textProjection");
                textProjection.Matrix = this.Camera.GetProjectionMatrix();
                textProjection.Set(this.GetShader());

                Vector3Uniform textColor = Engine.UniformManager.GetUniform <Vector3Uniform>("textColor");
                textColor.Value = new Vector3(this.Color.R, this.Color.G, this.Color.B);
                textColor.Set(this.GetShader());

                GL.ActiveTexture(TextureUnit.Texture0);
                this.vertexArray.Bind();
                this.vertexBuffer.Bind();
                GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * 6 * 4, (IntPtr)null, BufferUsageHint.DynamicDraw);

                for (int i = 0; i < this.Text.Length; i++)
                {
                    Font.Character character = this.Font.Characters[this.Text[i]];

                    GL.BindTexture(TextureTarget.Texture2D, character.TextureId);

                    TextVertex[] subVertices = textVertices.SubArray(i * 6, 6);

                    this.vertexBuffer.Bind();
                    this.vertexBuffer.BufferSubData((IntPtr)0, TextVertex.Size * subVertices.Length, subVertices);
                    GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                    GL.DrawArrays(PrimitiveType.Triangles, 0, 6);
                }
            }
        }
Пример #3
0
        public void RenderPool()
        {
            if (this.loaded && this.renderCamera != null)
            {
                Matrix4        modelview = this.renderCamera.GetViewMatrix();
                Matrix4Uniform projectionMatrixUniform = Engine.UniformManager.GetUniform <Matrix4Uniform>("projectionMatrix");
                Vector3Uniform cameraPositionUniform   = Engine.UniformManager.GetUniform <Vector3Uniform>("cameraPosition");

                projectionMatrixUniform.Matrix = Matrix4.Mult(modelview, this.projectionMatrix);
                cameraPositionUniform.Value    = this.renderCamera.GetGameObject().Transform.Position;

                // Render the pool list
                foreach (var renderer in this.rendererPool.ToList())
                {
                    // Activate shader program and set uniforms
                    ShaderProgram rendererShader = renderer.GetShader();
                    rendererShader.Use();
                    projectionMatrixUniform.Set(rendererShader);
                    cameraPositionUniform.Set(rendererShader);
                    Engine.Game.CurrentScene.SetShadingUniforms(rendererShader);
                    renderer.Render();
                }
            }
        }
Пример #4
0
 public Vector3UniformViewModel(Vector3Uniform uniform)
     : base(uniform)
 {
     _asVector = true;
 }