Ejemplo n.º 1
0
        public GLScene()
        {
            InitializeComponent();
            my_UpdateShader       = false;
            my_GenerateGeometries = false;
            my_Geometries         = new List <GLGeometry>();
            my_LightCount         = 0;
            my_UpdateLights       = false;
            my_Lights             = new List <GLLight>();
            //Set a default Light
            GLLight l1 = new GLLight(LightType.DirectionalLight)
            {
                Direction = new Vector3D(-1.0, -2.0, -3.0),
                Ambient   = Color.FromRgb(255, 255, 255),
                Diffuse   = Color.FromRgb(255, 255, 255),
                Specular  = Color.FromRgb(255, 255, 255)
            };

            AddLight(l1);
            my_Background = Colors.Black;
            //Set the default camera
            my_CamStartPos    = new Vector3D(0.0, 0.0, 200.0);
            my_CamStartTarget = new Vector3D(0.0, 0.0, 0.0);
            my_CamStartUpDir  = new Vector3D(0.0, 1.0, 0.0);
            my_Camera         = new TrackballCamera()
            {
                Position       = my_CamStartPos,
                TargetPosition = my_CamStartTarget,
                UpDirection    = my_CamStartUpDir
            };
            MousebuttonDown  = false;
            MouseSensitivity = 0.5;
            SceneIsLoaded    = false;
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Adds a Light to the scene.
 /// <para>All the Lights parameters are set on the fragment shader at the next render pass.</para>
 /// </summary>
 /// <param name="light">A GLLight or derived class.</param>
 public void AddLight(GLLight light)
 {
     light.Index = my_LightCount;
     my_Lights.Add(light);
     my_LightCount++;
     my_UpdateLights = true;
 }
        private void SetScene()
        {
            myScene.Lights.Clear();
            GLLight l1 = new GLLight(LightType.DirectionalLight)
            {
                Direction = new Vector3D(2.0, 2.0, 2.0),
                Ambient   = Color.FromRgb(150, 150, 150),
                Diffuse   = Color.FromRgb(255, 255, 255),
                Specular  = Color.FromRgb(255, 255, 255)
            };

            myScene.AddLight(l1);
            GLLight l2 = new GLLight(LightType.PointLight)
            {
                Position  = new Vector3D(-3.0, 0.0, 1.0),
                Ambient   = Color.FromRgb(150, 150, 150),
                Diffuse   = Color.FromRgb(200, 200, 200),
                Specular  = Color.FromRgb(255, 255, 255),
                Linear    = 0.5,
                Quadratic = 0,
                Constant  = 0.3
            };

            myScene.AddLight(l2);
            GLLight l3 = new GLLight(LightType.SpotLight)
            {
                Position    = new Vector3D(2.0, 2.0, -2.0),
                Direction   = new Vector3D(-2.0, -2.0, 2.0),
                Ambient     = Color.FromRgb(150, 150, 150),
                Diffuse     = Color.FromRgb(255, 255, 255),
                Specular    = Color.FromRgb(255, 255, 255),
                CutOff      = 8.0,
                OuterCutOff = 12.0,
                Linear      = 0.09,
                Quadratic   = 0.03,
                Constant    = 0.3
            };

            myScene.AddLight(l3);
            //Set the camera position
            myScene.Camera.Position       = new Vector3D(0, 0, -300);
            myScene.CameraDefaultPosition = myScene.Camera.Position;
        }