Пример #1
0
        public void RenderBucketDepth(Environment env, Camera cam, Bucket bucket, DepthRenderMode renderMode)
        {
            for (int i = 0; i < geometries.Count; i++)
            {
                if (geometries[i].AttachedToRoot && geometries[i].Material.Bucket == bucket)
                {
                    if (geometries[i].DepthShader == null)
                    {
                        if (geometries[i].GetShader() == null)
                        {
                            geometries[i].SetDefaultShader();
                        }
                        ShaderProperties p = new ShaderProperties(geometries[i].ShaderProperties);
                        p.SetProperty("DEPTH", true);
                        geometries[i].DepthShader = ShaderManager.GetShader(typeof(Shaders.DepthShader), p);
                    }
                    if (renderMode == DepthRenderMode.Shadow && geometries[i].Material.GetBool(Material.MATERIAL_CASTSHADOWS))
                    {
                        geometries[i].DepthShader.Use();
                        geometries[i].DepthShader.ApplyMaterial(geometries[i].Material);
                        geometries[i].DepthShader.SetTransforms(geometries[i].GetWorldMatrix(), cam.ViewMatrix, cam.ProjectionMatrix);
                        geometries[i].DepthShader.Update(env, cam, geometries[i].Mesh);
                        geometries[i].DepthShader.Render(geometries[i].Mesh);
                        geometries[i].DepthShader.End();
                    }

                    Shader.Clear();
                    Texture2D.Clear();
                }
            }
        }
Пример #2
0
        public void SaveScreenToTexture(Camera cam, Texture toSaveTo)
        {
            toSaveTo.Use();

            Renderer.CopyScreenToTexture2D(cam.Width, cam.Height);

            Texture2D.Clear();
        }
Пример #3
0
            public override void End()
            {
                base.End();

                Texture2D.Clear();
            }