public void DrawShadow(GLFrameworkEngine.GLContext control, BfresRender parentRender)
        {
            var shadowRender = GLFrameworkEngine.GlobalShaders.GetShader("SHADOW");

            control.CurrentShader = shadowRender;

            GL.Disable(EnableCap.CullFace);
            foreach (var mesh in this.Meshes)
            {
                if (!mesh.IsVisible || mesh.IsDepthShadow || mesh.IsCubeMap ||
                    !ModelData.Skeleton.Bones[mesh.BoneIndex].Visible)
                {
                    continue;
                }

                //Set light space matrix
                //   Matrix4 lightSpace = control.ShadowRenderer.getProjectionViewMatrix();
                //  shadowRender.SetMatrix4x4("lightSpaceMatrix", ref lightSpace);

                //Draw the mesh
                mesh.vao.Enable(shadowRender);
                mesh.Render(control, shadowRender);
            }
            GL.Enable(EnableCap.CullFace);
            GL.UseProgram(0);
        }
        public void DrawDepthBuffer(GLFrameworkEngine.GLContext control, BfresRender parentRender)
        {
            if (disposed || !IsVisible)
            {
                return;
            }

            foreach (BfresMeshAsset mesh in this.Meshes)
            {
                if (!mesh.IsVisible || mesh.IsDepthShadow ||
                    mesh.IsCubeMap || mesh.UseColorBufferPass)
                {
                    continue;
                }

                RenderMesh(control, mesh, 1);
            }

            control.CurrentShader = null;

            GL.Enable(EnableCap.DepthTest);
            GL.Disable(EnableCap.TextureCubeMapSeamless);
            GL.Disable(EnableCap.AlphaTest);
            GL.Disable(EnableCap.Blend);
            GL.Enable(EnableCap.CullFace);
            GL.CullFace(CullFaceMode.Back);
            GL.UseProgram(0);
        }
        public void DrawShadowModel(GLFrameworkEngine.GLContext control, BfresRender parentRender)
        {
            if (disposed || !IsVisible)
            {
                return;
            }

            foreach (BfresMeshAsset mesh in this.Meshes)
            {
                if (!mesh.IsVisible || mesh.IsDepthShadow ||
                    mesh.IsCubeMap || mesh.UseColorBufferPass)
                {
                    continue;
                }

                var lightSpaceMatrix = control.Scene.ShadowRenderer.GetLightSpaceMatrix();

                var mtxMdl = this.ParentRender.Transform.TransformMatrix;
                control.CurrentShader.SetMatrix4x4("mtxMdl", ref mtxMdl);
                control.CurrentShader.SetMatrix4x4("lightSpaceMatrix", ref lightSpaceMatrix);

                DrawSolidColorMesh(control.CurrentShader, mesh);
            }
        }
 public void Draw(GLContext context)
 {
     BoundingBoxRender.Draw(context, Min, Max);
 }
 public virtual void OnBeforeDraw(GLContext context)
 {
 }
Пример #6
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 public virtual void Render(GLContext control, ShaderProgram shader)
 {
 }
 public virtual void DrawCubeMapScene(GLContext control)
 {
 }
 public virtual void DrawCaustics(GLContext control, GLTexture gbuffer, GLTexture linearDepth)
 {
 }
 public virtual void DrawGBuffer(GLContext control)
 {
 }
 public virtual void DrawShadowModel(GLContext control)
 {
 }
 public virtual void DrawModel(GLContext control, Pass pass, Vector4 highlightColor)
 {
 }