/// <summary> /// renderoi yhden billboardin. /// </summary> public void RenderBillboard(float x, float y, float z, float zrot, float size, bool blend) { billBoard.Bind(0); GL.Disable(EnableCap.CullFace); if (blend) { GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); } GLExt.PushMatrix(); { GLExt.Translate(x, y, z); size *= 0.1f; GLExt.Scale(size, size, size); GLExt.RotateZ(zrot); Matrix4 matrix = Matrix4.Identity; matrix.Row3 = GLExt.ModelViewMatrix.Row3; GLExt.ModelViewMatrix = matrix; GLExt.SetLighting(false); billBoard.Vbo.Render(); GLExt.SetLighting(true); } GLExt.PopMatrix(); if (blend) { GL.Disable(EnableCap.Blend); } }
public void Draw(int x, int y, float z, float rotate, float sx, float sy, bool blend) { if (Vbo == null) { CreateVBO(false); } Bind(0); GLExt.PushMatrix(); { GLExt.Translate(x, y, z); GLExt.RotateZ(rotate); GLExt.Scale(sx, sy, 1); if (blend) { GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); Vbo.Render(); GL.Disable(EnableCap.Blend); } else { Vbo.Render(); } } GLExt.PopMatrix(); }
/// <summary> /// käytä fps kamerassa /// </summary> public void SetFPSCamera() { GLExt.LoadIdentity(); GLExt.RotateX(-Rotation.X); GLExt.RotateY(-Rotation.Y); GLExt.RotateZ(-Rotation.Z); GLExt.Translate(-Position.X, -Position.Y, -Position.Z); }
/// <summary> /// aseta texturematriisit shadowmapping shaderia varten /// </summary> static void SetTextureMatrix() { Matrix4 projMatrix = GLExt.ProjectionMatrix, modelMatrix = GLExt.ModelViewMatrix; GLExt.MatrixMode(MatrixMode.Texture); GLExt.LoadIdentity(); GLExt.Translate(0.5f, 0.5f, 0.5f); // remap from [-1,1]^2 to [0,1]^2 GLExt.Scale(0.5f, 0.5f, 0.5f); GLExt.MultMatrix(ref projMatrix); GLExt.MultMatrix(ref modelMatrix); GLExt.MatrixMode(MatrixMode.Modelview); }
/// <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(); }
void Translate(Node node) { Node obj = node; if (node == null) { obj = this; } GLExt.Translate(obj.Position.X, obj.Position.Y, obj.Position.Z); GLExt.RotateZ(Rotation.Z); GLExt.RotateY(Rotation.Y); GLExt.RotateX(Rotation.X); GLExt.MultMatrix(ref OrigOrientationMatrix); GLExt.Scale(obj.Scale.X, obj.Scale.Y, obj.Scale.Z); }
public void DrawFullScreen(int x, int y) { float sx = (float)Settings.Width / (float)RealWidth; float sy = (float)Settings.Height / (float)RealHeight; if (Vbo == null) { CreateVBO(false); } Bind(0); GLExt.PushMatrix(); { GLExt.Translate(sx * x, Settings.Height + sy * (y - RealHeight), 0); GLExt.Scale(sx, sy, 1); Vbo.Render(); } GLExt.PopMatrix(); }
public void Write(string str, float x, float y) { texture.Bind(0); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GLExt.PushMatrix(); { curX = x; curY = y; GLExt.Translate(x, (float)Settings.Height - y, 0); float xp = 0; for (int q = 0, ch; q < str.Length; q++) { // etsi kirjain for (ch = 0; ch < chars.Length; ch++) { if (str[q] == chars[ch]) { break; } } if (str[q] == '\n') { curY -= charHeight * Size; GLExt.Translate(-xp, -charHeight * Size, 0); xp = 0; continue; } float w = uv[ch].w; float wm = w * Size; xp += wm; DrawChar(ch); GLExt.Translate(wm, 0, 0); } } GLExt.PopMatrix(); GL.Disable(EnableCap.Blend); }
/// <summary> /// renderoi partikkelit, sorttaa läpinäkyvät. /// </summary> public static new void Render() { GLExt.Color4(1f, 1, 1, 1f); GLExt.PushMatrix(); GLExt.SetLighting(false); List <SortedList_Particles> slist = new List <SortedList_Particles>(); GL.Disable(EnableCap.CullFace); int c = 0; // järjestetään taulukko kauimmaisesta lähimpään. pitää rendata siinä järjestyksessä. // vain läpikuultavat pitää järjestää. täysin näkyvät renderoidaan samantien. for (int q = 0; q < ParticleGroups.Count; q++) { Particles curpar = ParticleGroups[q]; if (curpar.particles.Count <= 0) { continue; } if (VBO.FastRenderPass == true) { if (curpar.CastShadow == false) { continue; } } curpar.particles[0].partTex.Bind(0); GLExt.PushMatrix(); GLExt.MultMatrix(ref curpar.WorldMatrix); for (int w = 0; w < curpar.NumOfParticles; w++) { Particle p = curpar.particles[w]; GLExt.PushMatrix(); GLExt.Translate(p.pos.X, p.pos.Y, p.pos.Z); Matrix4 matrix = Matrix4.Identity; matrix.Row3 = GLExt.ModelViewMatrix.Row3; GLExt.ModelViewMatrix = matrix; Vector3 v = curpar.WorldMatrix.Row3.Xyz + curpar.Position + p.pos; if (Frustum.SphereInFrustum(v.X, v.Y, v.Z, 10) != 0) { if (VBO.FastRenderPass == true) // renderoi partikkeli depthbufferiin (varjostusta varten) { GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); p.partTex.RenderBillboard(); } else { c++; if (p.isTransparent == true) // listaan renderoitavaks myöhemmin { float len = (Camera.cam.Position - matrix.Row3.Xyz).LengthSquared; slist.Add(new SortedList_Particles(len, p, matrix)); } else // rendataan se nyt, ei lisätä sortattavaks { GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); GLExt.Color4(p.color.X, p.color.Y, p.color.Z, p.color.W);; if (p.callBack != null) { p.callBack(p); } p.partTex.RenderBillboard(); } } } GLExt.PopMatrix(); } GLExt.PopMatrix(); } if (VBO.FastRenderPass == false) { slist.Sort(delegate(SortedList_Particles z1, SortedList_Particles z2) { return(z2.Len.CompareTo(z1.Len)); }); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); // rendataan läpikuultavat GL.DepthMask(false); // ei kirjoiteta zbufferiin for (int q = 0; q < slist.Count; q++) { Particle p = slist[q].Part; if (VBO.FastRenderPass == false) { p.partTex.Bind(0); GLExt.Color4(p.color.X, p.color.Y, p.color.Z, p.color.W); if (p.callBack != null) { p.callBack(p); } } GLExt.LoadMatrix(ref slist[q].Matrix); GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); p.partTex.RenderBillboard(); } GL.DepthMask(true); GL.Disable(EnableCap.Blend); } GLExt.PopMatrix(); GL.Enable(EnableCap.CullFace); GLExt.Color4(1, 1, 1, 1); GLExt.SetLighting(true); GameClass.NumOfObjects += c; }