Example #1
0
        public Model(string path, string meshName, GameObject parent = null) : base("mesh", parent)
        {
            var asset = AssetLoader.UseElement(path + meshName);

            if (asset != null)
            {
                Model model = asset as Model;

                Console.WriteLine("Loading model from table");

                if (model != null)
                {
                    meshes = model.meshes;
                    shader = model.shader;

                    this.meshName = meshName;
                    this.path     = path;
                }
            }
            else
            {
                this.path     = path;
                this.meshName = meshName;
                var context = new AssimpContext();

                shader = new Shader("Assets/Shaders/mesh.glsl");
                shader.Use();


                shader.SetMatrix4("model", Matrix4.Identity);
                shader.SetMatrix4("view", ref Camera.main.view);
                shader.SetMatrix4("projection", ref Camera.main.projection);

                shader.SetVector3("lightColor", LevelManager.activeScene.GetSceneColor());
                shader.SetVector3("light.lightPos", LevelManager.activeScene.lightSources[0].Parent.getMatrix4X4().Translation);

                meshes = new List <Mesh>();

                var scene = context.ImportFile(path + meshName,
                                               PostProcessSteps.Triangulate | PostProcessSteps.FlipUVs | PostProcessSteps.GenerateNormals);

                if (scene != null)
                {
                    ProcessNode(scene.RootNode, scene);
                    scene.Clear();
                }

                AssetLoader.AddElement(path + meshName, this);

                Console.WriteLine(meshName + " has " + meshes.Count);
            }
        }
Example #2
0
        public Shader(string path)
        {
            var asset = AssetLoader.UseElement(path);

            if (asset != null)
            {
                Shader shader = (Shader)asset;
                ProgramId = shader.ProgramId;
                this.path = path;
            }
            else
            {
                this.path = path;

                string fragmentShader, vertexShader;

                ProgramId = GL.CreateProgram();

                ParseShader(path, out vertexShader, out fragmentShader);

                int fs = CompileShader(fragmentShader, ShaderType.FragmentShader);
                int vs = CompileShader(vertexShader, ShaderType.VertexShader);

                GL.AttachShader(ProgramId, fs);
                GL.AttachShader(ProgramId, vs);


                GL.LinkProgram(ProgramId);
                GL.ValidateProgram(ProgramId);

                //clean intermediates
                GL.DeleteShader(vs);
                GL.DeleteShader(fs);

                AssetLoader.AddElement(path, this);
            }
        }