public LightSource() { shadowBuffer = GL.GenFramebuffer(); GL.BindFramebuffer(FramebufferTarget.Framebuffer, shadowBuffer); shadowMap = Texture2D.CreateShadowMap(width, heigth); //shadowMap.BindTexture(); GL.DrawBuffer(DrawBufferMode.None); GL.ReadBuffer(ReadBufferMode.None); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); //load shader shdr = ShaderManager.GetInstance.GetShader("shadow"); //locate source pos = new Vector3(-1f, 2f, 1f); look = new Vector3(0f, 0f, 0f); projection = Matrix4.CreateOrthographic(5f, 5f, 0.1f, 5f); direction = Matrix4.LookAt(pos, look, new Vector3(0f, 1f, 0f)); UniformBufferManager ubm = UniformBufferManager.GetInstance; ubo = (UniformBufferSkeleton)ubm.GetBuffer("skeleton"); ubs = (UniformBufferSpace)ubm.GetBuffer("space"); ubl = (UniformBufferLight)ubm.GetBuffer("light"); }
internal MainRenderer() { UniformBufferManager ubm = UniformBufferManager.GetInstance; skeleton = (UniformBufferSkeleton)ubm.GetBuffer("skeleton"); ubs = (UniformBufferSpace)ubm.GetBuffer("space"); ubl = (UniformBufferLight)ubm.GetBuffer("light"); ubl.SetNearPlane(0.1f); ubl.SetFarPlane(10.0f); renderer = new ModelRenderer(); }
public ModelRenderer() { outline = ShaderManager.GetInstance.GetShader("outline"); ubs = (UniformBufferSpace)UniformBufferManager.GetInstance.GetBuffer("space"); }