Example #1
0
        public override void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix, List <Light> lights, bool PhongLightningModel, bool PhongShading)
        {
            if (_rawModel != null)
            {
                int offset = 0;
                renderer.Use();
                renderer.SetLights(lights);
                renderer.SetProjectionMatrix(projectionMatrix);
                renderer.SetViewMatrix(viewMatrix);
                renderer.SetModelMatrix(ModelMatrix);
                renderer.SetHasTexture(Texture != null);
                renderer.SetPhongLightning(PhongLightningModel);
                renderer.SetDiscard(false);
                renderer.EnableVertexAttribArrays();

                foreach (Mesh mesh in _rawModel.Meshes)
                {
                    renderer.SetAmbientColor(mesh.MeshMaterial.Ka);
                    renderer.SetDiffuseColor(mesh.MeshMaterial.Kd);
                    renderer.SetSpecularColor(mesh.MeshMaterial.Ks);
                    renderer.SetSpecularExponent(mesh.MeshMaterial.Ns);
                    GL.DrawElements(BeginMode.Triangles, mesh.Indices.Count, DrawElementsType.UnsignedInt, offset * sizeof(uint));
                    offset += mesh.Indices.Count;
                }

                renderer.DisableVertexAttribArrays();
            }
        }
Example #2
0
 public override void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix, List <Light> lights, bool PhongLightningModel, bool PhongShading)
 {
     renderer.SetModelMatrix(ModelMatrix);
     renderer.SetProjectionMatrix(projectionMatrix);
     renderer.SetViewMatrix(viewMatrix);
     renderer.SetLights(lights);
     renderer.SetHasTexture(Texture != null);
     renderer.SetAmbientColor(Color);
     renderer.SetDiffuseColor(Color);
     renderer.SetSpecularColor(Color);
     renderer.SetSpecularExponent(SpecularExponent);
     renderer.EnableVertexAttribArrays();
     renderer.SetPhongLightning(PhongLightningModel);
     GL.DrawArrays(PrimitiveType.Triangles, 0, vertexCount);
     renderer.DisableVertexAttribArrays();
 }
Example #3
0
 public override void Render(Matrix4 viewMatrix, Matrix4 projectionMatrix, List <Light> lights, bool PhongLightningModel, bool PhongShading)
 {
     renderer.SetModelMatrix(ModelMatrix);
     renderer.SetProjectionMatrix(projectionMatrix);
     renderer.SetViewMatrix(viewMatrix);
     renderer.SetLights(lights);
     renderer.SetHasTexture(Texture != null);
     renderer.SetAmbientColor(Color);
     renderer.SetDiffuseColor(Color);
     renderer.SetSpecularColor(Color);
     renderer.SetSpecularExponent(SpecularExponent);
     renderer.SetPhongLightning(PhongLightningModel);
     renderer.EnableVertexAttribArrays();
     GL.DrawElements(BeginMode.TriangleStrip, _indicesCount, DrawElementsType.UnsignedInt, 0);
     renderer.DisableVertexAttribArrays();
 }