示例#1
0
        public void Draw()
        {
            shader.Enable();
            var meshes = Core.Unit.Map.World.GetMeshes(shader);

            depthShader.Enable();

            Matrix4 lightSpace = light.View * light.Projection;

            GL.UniformMatrix4(depthShader.GetUniformIndex("light_space"), false, ref lightSpace);

            GL.Viewport(0, 0, DepthBuffer.SHADOW_WIDTH, DepthBuffer.SHADOW_HEIGHT);

            depthBuffer.Bind();
            GL.Clear(ClearBufferMask.DepthBufferBit);

            foreach ((Mesh m, Vector3 v) in meshes)
            {
                Matrix4 model = Matrix4.CreateTranslation(v);
                GL.UniformMatrix4(depthShader.GetUniformIndex("model"), false, ref model);

                m.Draw();
            }

            depthBuffer.Unbind();


            GL.Viewport(Size);

            post.Bind();

            GL.Enable(EnableCap.DepthTest);

            GL.ClearColor(Color.MidnightBlue);
            GL.Clear(
                ClearBufferMask.ColorBufferBit
                | ClearBufferMask.DepthBufferBit
                );

            shader.Enable();

            Matrix4 projection = camera.Projection(Size);

            GL.UniformMatrix4(shader.GetUniformIndex("projection"), false, ref projection);

            Matrix4 view = camera.View;

            GL.UniformMatrix4(shader.GetUniformIndex("view"), false, ref view);

            GL.Uniform1(shader.GetUniformIndex("layer0"), 1);
            GL.ActiveTexture(TextureUnit.Texture0 + 1);
            GL.BindTexture(TextureTarget.Texture2D, Core.Unit.SpriteMap.Texture.Index);

            depthBuffer.BindFrameTexture(shader.GetUniformIndex("shadow_map"));

            Color4 fogColour = Color4.MidnightBlue;

            GL.Uniform4(shader.GetUniformIndex("fog_colour"), fogColour);

            foreach ((Mesh m, Vector3 v) in meshes)
            {
                Matrix4 model = Matrix4.CreateTranslation(v);
                GL.UniformMatrix4(shader.GetUniformIndex("model"), false, ref model);

                m.Draw();
            }

            shader.Disable();

            GL.Disable(EnableCap.DepthTest);

            post.Draw();
        }