示例#1
0
        public override void RenderScene()
        {
            if (MapCamera == null)
            {
                return;
            }

            GL.DepthFunc(DepthFunction.Lequal);

            var cam = MapCamera.cameraData;

            GL.PushMatrix();

            foreach (var kcl in ParentEditor.CollisionObjects)
            {
                kcl.Renderer.Draw(Camera.ModelViewMatrix);
            }

            //Draw mini map and bind texture

            var angle  = GetAngle();
            var scaleX = cam.PositionX - cam.TargetX;
            var scaleY = cam.PositionZ - cam.TargetZ;

            GL.PushMatrix();
            GL.Rotate(angle + -90, Vector3.UnitZ);
            GL.Enable(EnableCap.Texture2D);
            GL.DepthFunc(DepthFunction.Always);

            if (MapCameraTexture != null)
            {
                if (MapCameraTexture.RenderableTex == null || !MapCameraTexture.RenderableTex.GLInitialized)
                {
                    MapCameraTexture.LoadOpenGLTexture();
                }
                MapCameraTexture.RenderableTex?.Bind();
            }

            Render2D.DrawRectangle(cam.BoundingWidth, cam.BoundingHeight,
                                   Color.FromArgb(CameraMapTransparency, Color.White), false);

            GL.PopMatrix();
            GL.PopMatrix();

            GL.DepthFunc(DepthFunction.Lequal);
            GL.BindTexture(TextureTarget.Texture2D, 0);
            GL.Disable(EnableCap.Texture2D);
            GL.Disable(EnableCap.DepthTest);

            Render2D.DrawRectangle(cam.BoundingWidth, cam.BoundingHeight, Color.Red, true);

            GL.Enable(EnableCap.DepthTest);

            foreach (var obj in CameraPoints)
            {
                obj.Draw();
            }
        }
        public void LoadCustomTexture(STGenericTexture GenericTexture)
        {
            if (GenericTexture.RenderableTex == null || !GenericTexture.RenderableTex.GLInitialized)
            {
                GenericTexture.LoadOpenGLTexture();
            }

            CustomCubemap = GenericTexture.RenderableTex;
        }
        private static void BindGLTexture(STGenericTexture texture, STGenericTextureMap matTex, ShaderProgram shader)
        {
            if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
            {
                texture.LoadOpenGLTexture();
            }

            //If the texture is still not initialized then return
            if (!texture.RenderableTex.GLInitialized)
            {
                return;
            }

            GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)OpenGLHelper.WrapMode[matTex.WrapU]);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)OpenGLHelper.WrapMode[matTex.WrapV]);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)OpenGLHelper.MinFilter[matTex.MinFilter]);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)OpenGLHelper.MagFilter[matTex.MagFilter]);
            GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
        }
示例#4
0
        public static void BindGLTexture(STGenericMatTexture tex, ShaderProgram shader, STGenericTexture texture)
        {
            if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
            {
                texture.LoadOpenGLTexture();
            }

            if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
            {
                shader.SetInt("RedChannel", (int)texture.RedChannel);
                shader.SetInt("GreenChannel", (int)texture.GreenChannel);
                shader.SetInt("BlueChannel", (int)texture.BlueChannel);
                shader.SetInt("AlphaChannel", (int)texture.AlphaChannel);
            }

            //     GL.ActiveTexture(TextureUnit.Texture0 + texid);
            GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)STGenericMatTexture.wrapmode[tex.WrapModeS]);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)STGenericMatTexture.wrapmode[tex.WrapModeT]);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)STGenericMatTexture.minfilter[tex.MinFilter]);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)STGenericMatTexture.magfilter[tex.MagFilter]);
            GL.TexParameter(TextureTarget.Texture2D, (TextureParameterName)ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, 0.0f);
        }
示例#5
0
        private static void BindGLTexture(TextureRef tex, STGenericTexture texture)
        {
            if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
            {
                texture.LoadOpenGLTexture();
            }

            //If the texture is still not initialized then return
            if (!texture.RenderableTex.GLInitialized)
            {
                return;
            }

            GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, ConvertChannel(texture.RedChannel));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, ConvertChannel(texture.GreenChannel));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, ConvertChannel(texture.BlueChannel));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, ConvertChannel(texture.AlphaChannel));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, ConvertTextureWrap(tex.WrapModeU));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, ConvertTextureWrap(tex.WrapModeV));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ConvertMagFilterMode(tex.MaxFilterMode));
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ConvertMinFilterMode(tex.MinFilterMode));
        }
示例#6
0
        public void Draw(GL_ControlModern control, Pass pass,
                         Vector4 sphereColor, Vector4 outlineColor)
        {
            Initialize(control, Scale);

            if (pass == Pass.TRANSPARENT)
            {
                GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
                GL.Enable(EnableCap.Blend);
            }

            sphereVao.Enable(control);

            if (pass == Pass.PICKING)
            {
                control.CurrentShader = SolidColorShaderProgram;
                control.CurrentShader.SetVector4("color", control.NextPickingColor());

                sphereVao.Use(control);
                GL.DrawArrays(PrimitiveType.Quads, 0, Vertices.Length);
                return;
            }
            else
            {
            }

            if (pass == Pass.OPAQUE && outlineColor.W != 0)
            {
                GL.Enable(EnableCap.StencilTest);
                GL.Clear(ClearBufferMask.StencilBufferBit);
                GL.ClearStencil(0);
                GL.StencilFunc(StencilFunction.Always, 0x1, 0x1);
                GL.StencilOp(StencilOp.Keep, StencilOp.Replace, StencilOp.Replace);
            }

            if (pass == PlanePass)
            {
                control.CurrentShader = DefaultShaderProgram;
                DefaultShaderProgram.SetVector4("highlight_color", sphereColor);
                if (Texture != null)
                {
                    GL.ActiveTexture(TextureUnit.Texture0 + 1);
                    DefaultShaderProgram.SetInt("texture0", 1);
                    if (Texture.RenderableTex == null || !Texture.RenderableTex.GLInitialized)
                    {
                        Texture.LoadOpenGLTexture();
                    }

                    GL.BindTexture(TextureTarget.Texture2D, Texture.RenderableTex.TexID);
                }

                sphereVao.Use(control);
                GL.DrawArrays(PrimitiveType.Quads, 0, Vertices.Length);
            }

            if (pass == Pass.OPAQUE && outlineColor.W != 0)
            {
                GL.ColorMask(false, false, false, false);
                GL.DepthMask(false);

                sphereVao.Use(control);
                GL.DrawArrays(PrimitiveType.Quads, 0, Vertices.Length);

                GL.ColorMask(true, true, true, true);
                GL.DepthMask(true);
            }

            GL.Disable(EnableCap.Blend);

            if (pass == Pass.OPAQUE && outlineColor.W != 0)
            {
                control.CurrentShader = SolidColorShaderProgram;
                control.CurrentShader.SetVector4("color", new Vector4(outlineColor.Xyz, 1));

                GL.LineWidth(3.0f);
                GL.StencilFunc(StencilFunction.Equal, 0x0, 0x1);
                GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);

                //GL.DepthFunc(DepthFunction.Always);

                GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
                sphereVao.Use(control);
                GL.DrawArrays(PrimitiveType.Quads, 0, Vertices.Length);
                GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);

                //GL.DepthFunc(DepthFunction.Lequal);

                GL.Disable(EnableCap.StencilTest);
                GL.LineWidth(2);
            }
        }