Example #1
0
        public override void Run(RenderControl render)
        {
            var material = MeshPhongMaterial.Create("phong.bspline");

            material.SetUniform("diffuse", Uniform.Create(new Vector3(1, 0, 1)));

            var shape = CreateShape();
            var node  = BrepSceneNode.Create(shape, material, null);

            render.ShowSceneNode(node);
        }
        public override void Animation(RenderControl render, float time)
        {
            if (mMaterial == null)
            {
                return;
            }

            mMaterial.SetUniform("time", Uniform.Create(time));

            render.RequestDraw();
        }
Example #3
0
        public override void Run(RenderControl render)
        {
            mGeometry = GeometryBuilder.CreatePlane(20000, 20000, worldWidth - 1, worldDepth - 1);
            var position = mGeometry.GetGeometry().GetAttribute(0);

            position.SetDataUsage(EnumBufferDataUsage.DYNAMIC_DRAW);
            var mPosition = new Float32Array(position.GetData());

            for (uint i = 0; i < position.GetCount() / 3; i++)
            {
                float z = (float)(35 * Math.Sin(i / 2));
                mPosition.SetValue(i * 3 + 2, z);
            }

            var material = BasicMaterial.Create("basic-water");
            var img      = FileImage.Create(GetResourcePath("textures/water.png"));
            var texture  = new ImageTexture2D();

            texture.SetSource(img);
            var desc = texture.GetDesc();

            desc.SetWrapS(EnumTextureWrappingType.REPEAT);
            desc.SetWrapT(EnumTextureWrappingType.REPEAT);
            texture.SetRepeat(new Vector2(5, 5));

            material.AddTexture("map", texture);
            var color = Vector3.ColorFromHex(0x0044ff);

            material.SetUniform("diffuse", Uniform.Create(color));


            var node = new PrimitiveSceneNode(mGeometry, material);

            node.SetPickable(false);
            node.SetCulling(false);

            render.ShowSceneNode(node);
        }
        private IBindable CreateMaterialUniform()
        {
            var materialDescriptionUniform = Uniform <Material> .Create(
                "MaterialDescription",
                BufferUsage.UniformBuffer | BufferUsage.Dynamic,
                ShaderStages.Vertex | ShaderStages.Fragment);

            materialDescriptionUniform.UniformData = new Material[]
            {
                new Material
                {
                    AmbientColor     = _light0.Parameters.AmbientLightColor * _material.AmbientColor,
                    Shininess        = _material.Shininess,
                    DiffuseColor     = _light0.Parameters.DiffuseLightColor * _material.DiffuseColor,
                    Padding0         = 0f,
                    SpecularColor    = _light0.Parameters.SpecularLightColor * _material.SpecularColor,
                    MaterialOverride = _overrideColor ? 1 : 0,
                    Padding1         = Vector4.Zero
                }
            };

            return(materialDescriptionUniform);
        }
        private IBindable CreateLightSourceUniform()
        {
            var lightSourceUniform = Uniform <LightSource> .Create(
                "LightSource",
                BufferUsage.UniformBuffer | BufferUsage.Dynamic,
                ShaderStages.Vertex | ShaderStages.Fragment);

            lightSourceUniform.UniformData = new LightSource[]
            {
                new LightSource
                {
                    AmbientColor        = _light0.Parameters.AmbientLightColor,
                    LightPower          = _light0.Parameters.LightPower,
                    DiffuseColor        = _light0.Parameters.DiffuseLightColor,
                    AttenuationConstant = _light0.Parameters.AttenuationConstant,
                    SpecularColor       = _light0.Parameters.SpecularLightColor,
                    IsHeadlight         = _light0 is PhongHeadlight ? 1 : 0,
                    Position            = _light0 is PhongPositionalLight light ? light.Position : Vector4.Zero
                }
            };

            return(lightSourceUniform);
        }
        public override void Run(RenderControl render)
        {
            mMaterial1 = MeshPhongMaterial.Create("phong.texture");
            mMaterial1.SetUniform("diffuse", Uniform.Create(new Vector3(1, 0, 1)));

            var texture = ImageTexture2D.Create(GetResourcePath("textures/bricks2.jpg"));

            texture.SetRepeat(new Vector2(2.0f, 2.0f));
            texture.UpdateTransform();

            mMaterial1.SetColorMap(texture);

            var shape = ShapeBuilder.MakeBox(GP.XOY(), 4, 4, 8);

            mNode = BrepSceneNode.Create(shape, mMaterial1, null);

            mMaterial2 = MeshPhongMaterial.Create("phong.texture");
            var texture2 = ImageTexture2D.Create(GetResourcePath("textures/water.png"));

            mMaterial2.SetColorMap(texture2);


            render.ShowSceneNode(mNode);
        }