Example #1
0
        void Mainloop(float delta)
        {
            this.window.SwapBuffers();
            GL.ClearColor(1f, 0f, 1f, 1.0f);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Clear(ClearBufferMask.DepthBufferBit);
            this.window.Title = delta.ToString();

            return;

            if (b_W)
            {
                camera.moveFront(delta * camaraSpeed);
            }

            if (b_S)
            {
                camera.moveFront(delta * -camaraSpeed);
            }

            if (b_A)
            {
                camera.moveSideways(delta * -camaraSpeed);
            }

            if (b_D)
            {
                camera.moveSideways(delta * camaraSpeed);
            }

            if (b_Q)
            {
                camera.moveUp(delta * camaraSpeed);
            }

            if (b_E)
            {
                camera.moveUp(-delta * camaraSpeed);
            }

            if (b_F)
            {
                spotColor = new Vector3(2);
            }
            else
            {
                spotColor = new Vector3(0);
            }

            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.diffuse"), ref spotColor);
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.specular"), ref spotColor);
            spotColor *= 0.1F;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.ambient"), ref spotColor);
            camera.update();
            modelViewProj = camera.GetViewProj() * camModelRender;
            Matrix4 modelView = camera.GetView() * camModelRender;
            var     matrix4   = new OpenTK.Matrix4();

            matrix4.Transpose();
            Matrix4 invModelView            = new Matrix4(); //TODO: glm.transpose( inverse( modelView ) );
            Vector3 transformedSunDirection = new Vector3(); //TODO: transpose( inverse( camera.GetView() ) ) * vec4( sunDirection, 1.0F );

            GL.Uniform3(directionLocation, ref transformedSunDirection);
            Matrix4 pointLightMatrix = glm.rotate(new mat4(1f), -delta, new vec3(0, 1, 0)).M();

            pointLightPosition = pointLightMatrix * pointLightPosition;
            Vector3 transformedPointLightPosition = new Vector3(); //TODO:(Vector3) ( camera.GetView() * ( pointLightPosition ) );

            GL.Uniform3(pointLightLocation, ref transformedPointLightPosition);

            GL.UniformMatrix4(modelViewProjMatrixLocation, false, ref modelViewProj);
            GL.UniformMatrix4(modelViewLocation, false, ref modelView);
            GL.UniformMatrix4(invModelViewLocation, false, ref invModelView);

            ///
            for (int i = 0; i < this.mats.Count; ++i)
            {
                //mats[i]   =Matrix4.ro  rotate(mats[i],time * , Vector3 (0, time,0));
                modelViewProj = camera.GetViewProj() * mats[i];
                modelView     = camera.GetView() * mats[i];

                invModelView = (modelView.Inverted());
                GL.UniformMatrix4(modelViewProjMatrixLocation, false, ref modelViewProj);
                GL.UniformMatrix4(modelViewLocation, false, ref modelView);
                GL.UniformMatrix4(invModelViewLocation, false, ref invModelView);

                //TODO:models[i] -> Render();
            }
        }