示例#1
0
        public void UpdateShadowMap(Scene s, Matrix4 VP)
        {
            var viewportBounds = new int[4];

            GL.GetInteger(GetPName.Viewport, viewportBounds);

            GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer);
            GL.DrawBuffer(DrawBufferMode.None);

            GL.Disable(EnableCap.Blend);
            GL.ClearDepth(1);

            GL.Clear(ClearBufferMask.DepthBufferBit);

            GL.Viewport(0, 0, ShadowMapSize, ShadowMapSize);

            ShadowGenShader Instance = ShadowGenShader.Instance;

            Instance.Bind();

            //GL.Disable (EnableCap.CullFace);
            s.RenderWithShader(VP, Instance);
            GL.Enable(EnableCap.CullFace);

            GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
            GL.DrawBuffer(DrawBufferMode.Back);
            GL.Viewport(viewportBounds[0], viewportBounds[1], viewportBounds[2], viewportBounds[3]);

            /*GL.DepthFunc (DepthFunction.Always);
             * OrthoRenderEngine.DrawColoredTextureOnEntireScreen (Util.White, shadowMap);
             * GL.DepthFunc (DepthFunction.Never);*/

            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.Blend);
        }