public Sampler(IOpenGL33 gl) { _gl = gl; var handle = _gl.GenSampler(); if(handle == 0) throw new NoHandleCreatedException(); Handle = handle; }
private Terrain(IOpenGL33 gl, IVertexArray vertexArray, IVertexBuffer vertexBuffer, IElementArray elementBuffer, TerrainShader shader) { _gl = gl; _vertexArray = vertexArray; _vertexBuffer = vertexBuffer; _elementBuffer = elementBuffer; _shader = shader; Model = Matrix4f.Identity; View = Matrix4f.Identity; Projection = Matrix4f.Identity; Diffuse = new Vector4f(Color.DodgerBlue.R / 255f, Color.DodgerBlue.G / 255f, Color.DodgerBlue.B / 255f, 1f); }
public TerrainShader(IOpenGL33 gl) { vertexShader = new VertexShader(gl, GetEmbeddedResourceAsString("VertexShader.vs")); fragmentShader = new FragmentShader(gl, GetEmbeddedResourceAsString("FragmentShader.fs")); var p = new ModGL.ObjectModel.Shaders.Program(gl, vertexShader, fragmentShader); p.BindVertexAttributeLocations(PositionNormalTexCoord.Descriptor); // Bind output fragment to the specified nme gl.BindFragDataLocation(p.Handle, 0, "Color"); // Compile program and shaders p.Compile(); program = p; // Get the uniforms used by the shader program. diffuseUniform = p.GetUniform<Vector4fUniform, Vector4f>("DiffuseColor"); modelViewProjection = p.GetUniform<MatrixUniform, Matrix4f>("ModelViewProjection"); viewProjection = p.GetUniform<MatrixUniform, Matrix4f>("ViewProjection"); textureUnitUniform = p.GetUniform<IntUniform, int>("Texture"); }
public static Terrain Build(IOpenGL33 gl, int columns, int rows, float width, float depth) { var noise = new PerlinNoise(); var noise2 = new PerlinNoise(); var vertexBuffer = new VertexBuffer<PositionNormalTexCoord>((columns + 1) * (rows + 1), gl); var indexBuffer = new ElementBuffer<uint>(columns * rows * 6 , gl); float fx = - width / 2; float fy = -depth / 2; float dx = width / columns; float dy = depth / rows; int i = 0; for (int y = 0; y < (rows + 1); y++) { for (int x = 0; x < (columns + 1); x++, i++) { float ix = fx + x * dx; float iy = fy + y * dy; const float detail = 0.25f; const float detailScale = 0.2f; const float macro = 0.008f; const float macroScale = 4f; var fUp = (float)((noise.Noise(x * detail, 0, (y + 1) * detail) - noise2.Noise(x * detail, 0, (y + 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, (y + 1) * macro) * macroScale) ; var fDown = (float)((noise.Noise(x * detail, 0, (y - 1) * detail) - noise2.Noise(x * detail, 0, (y - 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, (y - 1) * macro) * macroScale) ; var fLeft = (float)((noise.Noise((x - 1) * detail, 0, y * detail) - noise2.Noise((x - 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x - 1) * macro, 0, y * macro) * macroScale); var fRight = (float)((noise.Noise((x + 1) * detail, 0, y * detail) - noise2.Noise((x + 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x + 1) * macro, 0, y * macro) * macroScale); var fThis = (float)((noise.Noise(x * detail, 0, y * detail) - noise2.Noise(x * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, y * macro) * macroScale); var vUp = new Vector3f(ix, fUp, iy - dy); var vDown = new Vector3f(ix, fDown, iy + dy); var vLeft = new Vector3f(ix - 1, fLeft, iy); var vRight = new Vector3f(ix + 1, fRight, iy); var vThis = new Vector3f(ix, fThis, iy); var upperLeft = CalculateNormal(vLeft, vUp, vThis); var upperRight = CalculateNormal(vUp, vRight, vThis); var lowerRight = CalculateNormal(vRight, vDown, vThis); var lowerLeft = CalculateNormal(vDown, vLeft, vThis); var normal = upperLeft + upperRight + lowerLeft + lowerRight; normal = new Vector3f(normal.X * 0.25f, normal.Y * 0.25f, normal.Z * 0.25f); vertexBuffer[i] = new PositionNormalTexCoord { Normal = normal.Normalize(), Position = vThis, TexCoord = new Vector2f(vThis.X, vThis.Z)}; } } int offset = 0; foreach(var index in Enumerable.Range(0, columns * rows + columns).Where(index => (index % (columns + 1)) != columns)) { indexBuffer[offset] = (uint)index; indexBuffer[offset + 1] = (uint)(index + (columns + 1) + 1); indexBuffer[offset + 2] = (uint)index + 1; indexBuffer[offset + 3] = (uint)index; indexBuffer[offset + 4] = (uint)(index + (columns + 1)); indexBuffer[offset + 5] = (uint)(index + (columns + 1) + 1); offset += 6; } using(vertexBuffer.Bind()) vertexBuffer.BufferData(BufferUsage.StaticDraw); using(indexBuffer.Bind()) indexBuffer.BufferData(BufferUsage.StaticDraw); var vertexArray = new VertexArray(gl, new[] {vertexBuffer}, new[] {PositionNormalTexCoord.Descriptor}); var shader = new TerrainShader(gl); return new Terrain(gl, vertexArray, vertexBuffer, indexBuffer, shader); }