private void ApplyModelViewProjection(OpenGL gl)
 {
     gl.UniformMatrix4(Uniforms["ModelviewProjection"], 1, false, (Modelview.Transpose() * Projection.Transpose()).to_array());
 }
Beispiel #2
0
 public override void OnUpdate(OpenGL gl)
 {
     _camera.View *= Mat4.RotateX(Angle.FromDegrees(0.6));
     using (new Bind(_shader))
     {
         _camera.Resize((int)ActualWidth, (int)ActualHeight);
         gl.UniformMatrix4(_modelUniform, 1, false, Mat4.Identity.ToColumnMajorArray());
         gl.UniformMatrix4(_viewUniform, 1, false, _camera.View.ToColumnMajorArray());
         gl.UniformMatrix4(_projectionUniform, 1, false, _camera.Projection.ToColumnMajorArray());
     }
 }
        private void DrawTrefoilCelShaded(OpenGL gl)
        {
            //  Use the shader program.
            gl.UseProgram(shaderProgram.ProgramObject);

            //  Set the variables for the shader program.
            gl.Uniform3(toonUniforms.DiffuseMaterial, 0f, 0.75f, 0.75f);
            gl.Uniform3(toonUniforms.AmbientMaterial, 0.04f, 0.04f, 0.04f);
            gl.Uniform3(toonUniforms.SpecularMaterial, 0.5f, 0.5f, 0.5f);
            gl.Uniform1(toonUniforms.Shininess, 50f);

            //  Set the light position.
            gl.Uniform3(toonUniforms.LightPosition, 1, new float[4] { 0.25f, 0.25f, 1f, 0f });

            //  Set the matrices.
            gl.UniformMatrix4(toonUniforms.Projection, 1, false, projection.AsColumnMajorArrayFloat);
            gl.UniformMatrix4(toonUniforms.Modelview, 1, false, modelView.AsColumnMajorArrayFloat);
            gl.UniformMatrix3(toonUniforms.NormalMatrix, 1, false, normalMatrix.AsColumnMajorArrayFloat);

            //  Bind the vertex and index buffer.
            gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vertexBuffer);
            gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer);

            gl.EnableVertexAttribArray(attrPosition);
            gl.EnableVertexAttribArray(attrNormal);

            //  Draw the geometry, straight from the vertex buffer.
            gl.VertexAttribPointer(attrPosition, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Zero);
            int normalOffset = Marshal.SizeOf(typeof(Vertex));
            gl.VertexAttribPointer(attrNormal, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Add(new IntPtr(0), normalOffset));

            gl.DrawElements(OpenGL.GL_TRIANGLES, (int)trefoilKnot.IndexCount, OpenGL.GL_UNSIGNED_SHORT, IntPtr.Zero);
        }
Beispiel #4
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 public override void OnResize(OpenGL gl, int width, int height)
 {
     if (width == -1 || height == -1) return;
     using (new Bind(_shader))
     {
         _camera.Resize(width, height);
         gl.UniformMatrix4(_projectionUniform, 1, false, _camera.Projection.ToColumnMajorArray());
     }
 }
Beispiel #5
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        public override void OnRender(OpenGL gl)
        {
            gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
            gl.ClearColor(0.137f, 0.121f, 0.125f, 0f);

            _graph.Render();

            gl.Disable(OpenGL.GL_DEPTH_TEST);
            using (new Bind(_shader))
            {
                gl.UniformMatrix4(_modelUniform, 1, false, Mat4.Identity.ToColumnMajorArray());

                gl.PointSize(10f);
                gl.Begin(BeginMode.Points);
                gl.Vertex(6, 0);
                gl.End();
            }

            gl.PointSize(5f);

            _points.Render();
            gl.Enable(OpenGL.GL_DEPTH_TEST);
        }