Пример #1
0
        public override void Disable(uint cap)
        {
            // In ES, you don't enable/disable TEXTURE_2D. We use it this call to disable one of the two active textures supported by the shader.
            if (cap != TEXTURE_2D)
            {
                gl.Disable(cap); CheckError("glDisable");
                return;
            }
            switch (_activeTexture)
            {
            case 0:
                gl.Uniform1i(_uEnableTexture0, 0);
                break;

            case 1:
                gl.Uniform1i(_uEnableTexture1, 0);
                break;

            default:
                throw new Exception("RuntimeException:");
            }
        }
Пример #2
0
        public void DrawScene()
        {
            gl.Viewport(0, 0, canvas.Width, canvas.Height);
            gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            Mat4.Perspective(45, (double)canvas.Width / canvas.Height, 0.1, 100, pMatrix);
            Mat4.Identity(mvMatrix);
            Mat4.Translate(mvMatrix, new double[] { 0.0, 0.0, z });
            Mat4.Rotate(mvMatrix, this.DegToRad(xRotation), new double[] { 1, 0, 0 });
            Mat4.Rotate(mvMatrix, this.DegToRad(yRotation), new double[] { 0, 1, 0 });

            gl.BindBuffer(gl.ARRAY_BUFFER, this.cubeVertexPositionBuffer);
            gl.VertexAttribPointer(this.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);

            gl.BindBuffer(gl.ARRAY_BUFFER, this.cubeVertexNormalBuffer);
            gl.VertexAttribPointer(this.vertexNormalAttribute, 3, gl.FLOAT, false, 0, 0);

            gl.BindBuffer(gl.ARRAY_BUFFER, this.cubeVertexTextureCoordBuffer);
            gl.VertexAttribPointer(this.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);

            gl.ActiveTexture(gl.TEXTURE0);
            gl.BindTexture(gl.TEXTURE_2D, this.texture);

            gl.Uniform1i(this.samplerUniform, 0);

            // Add Blending
            if (this.useBlending)
            {
                gl.BlendFunc(gl.SRC_ALPHA, gl.ONE);
                gl.Enable(gl.BLEND);
                gl.Disable(gl.DEPTH_TEST);
                gl.Uniform1f(this.alphaUniform, this.alpha);
            }
            else
            {
                gl.Disable(gl.BLEND);
                gl.Enable(gl.DEPTH_TEST);
                gl.Uniform1f(this.alphaUniform, 1);
            }

            // Add Lighting
            gl.Uniform1i(this.useLightingUniform, this.useLighting);

            if (this.useLighting)
            {
                gl.Uniform3f(this.ambientColorUniform, this.ambientR, this.ambientG, this.ambientB);

                var lightingDirection = new double[] { this.lightDirectionX, this.lightDirectionY, this.lightDirectionZ };
                var adjustedLD        = Vec3.Create();

                Vec3.Normalize(lightingDirection, adjustedLD);
                Vec3.Scale(adjustedLD, -1);

                gl.Uniform3fv(this.lightingDirectionUniform, adjustedLD);
                gl.Uniform3f(this.directionalColorUniform, this.directionalR, this.directionalG, this.directionalB);
            }

            gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.cubeVertexIndexBuffer);

            this.SetMatrixUniforms();

            gl.DrawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
        }
Пример #3
0
        private void DrawSprite(Sprite sprite)
        {
            Mat4.Perspective(45, (double)canvas.Width / canvas.Height, 0.1, 1000, pMatrix);
            Mat4.Identity(mvMatrix);
            Scale(mvMatrix, sprite.Width, sprite.Height);
            Mat4.Translate(mvMatrix, new double[] { sprite.X / sprite.Width, sprite.Y / sprite.Height, -12 });
            //Mat4.Rotate(mvMatrix, this.DegToRad(xRotation), new double[] { 1, 0, 0 });
            //Mat4.Rotate(mvMatrix, this.DegToRad(yRotation), new double[] { 0, 1, 0 });

            WebGlRenderingContext.BindBuffer(WebGlRenderingContext.ARRAY_BUFFER, this.cubeVertexPositionBuffer);
            WebGlRenderingContext.VertexAttribPointer(this.vertexPositionAttribute, 3, WebGlRenderingContext.FLOAT, false, 0, 0);

            WebGlRenderingContext.BindBuffer(WebGlRenderingContext.ARRAY_BUFFER, this.cubeVertexNormalBuffer);
            WebGlRenderingContext.VertexAttribPointer(this.vertexNormalAttribute, 3, WebGlRenderingContext.FLOAT, false, 0, 0);

            WebGlRenderingContext.BindBuffer(WebGlRenderingContext.ARRAY_BUFFER, this.cubeVertexTextureCoordBuffer);
            WebGlRenderingContext.VertexAttribPointer(this.textureCoordAttribute, 2, WebGlRenderingContext.FLOAT, false, 0, 0);

            WebGlRenderingContext.ActiveTexture(WebGlRenderingContext.TEXTURE0);
            WebGlRenderingContext.BindTexture(WebGlRenderingContext.TEXTURE_2D, sprite.Texture.WebGLTexture);

            WebGlRenderingContext.Uniform1i(this.samplerUniform, 0);

            // Add Blending
            if (this.useBlending)
            {
                WebGlRenderingContext.BlendFunc(WebGlRenderingContext.SRC_ALPHA, WebGlRenderingContext.ONE);
                WebGlRenderingContext.Enable(WebGlRenderingContext.BLEND);
                WebGlRenderingContext.Disable(WebGlRenderingContext.DEPTH_TEST);
                WebGlRenderingContext.Uniform1f(this.alphaUniform, this.alpha);
            }
            else
            {
                WebGlRenderingContext.Disable(WebGlRenderingContext.BLEND);
                WebGlRenderingContext.Enable(WebGlRenderingContext.DEPTH_TEST);
                WebGlRenderingContext.Uniform1f(this.alphaUniform, 1);
            }

            // Add Lighting
            WebGlRenderingContext.Uniform1i(this.useLightingUniform, this.useLighting);

            if (this.useLighting)
            {
                WebGlRenderingContext.Uniform3f(this.ambientColorUniform, this.ambientR, this.ambientG, this.ambientB);

                var lightingDirection = new double[] { this.lightDirectionX, this.lightDirectionY, this.lightDirectionZ };
                var adjustedLD        = Vec3.Create();

                Vec3.Normalize(lightingDirection, adjustedLD);
                Vec3.Scale(adjustedLD, -1);

                WebGlRenderingContext.Uniform3fv(this.lightingDirectionUniform, adjustedLD);
                WebGlRenderingContext.Uniform3f(this.directionalColorUniform, this.directionalR, this.directionalG, this.directionalB);
            }

            WebGlRenderingContext.BindBuffer(WebGlRenderingContext.ELEMENT_ARRAY_BUFFER, this.cubeVertexIndexBuffer);

            this.SetMatrixUniforms();

            WebGlRenderingContext.DrawElements(WebGlRenderingContext.TRIANGLES, 6, WebGlRenderingContext.UNSIGNED_SHORT, 0);
        }