Example #1
0
        private static void OnRenderFrame()
        {
            watch.Stop();
            float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;

            watch.Restart();

            // set up the viewport and clear the previous depth and color buffers
            Gl.Viewport(0, 0, width, height);
            Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            // make sure the shader program and texture are being used
            Gl.UseProgram(program.ProgramID);
            Gl.BindTexture(particleTexture);

            // update our particle list
            for (int i = 0; i < particles.Count; i++)
            {
                particles[i].Update(deltaTime);
                //if (particles[i].Life < 0) particles[i] = new Particle(Vector3.Zero);
                if (particles[i].Life < 0)
                {
                    particles[i] = new Particle(new Vector3((float)generator.NextDouble() * 200 - 100, 6, 0));
                }
                particlePositions[i] = particles[i].Position;
            }

            // delete our previous particle positions (if applicable) and then create a new VBO
            if (particleVertices != null)
            {
                particleVertices.Dispose();
            }
            particleVertices = new VBO <Vector3>(particlePositions);

            // bind the VBOs to their shader attributes
            Gl.BindBufferToShaderAttribute(particleVertices, program, "vertexPosition");
            Gl.BindBufferToShaderAttribute(particleColors, program, "vertexColor");
            Gl.BindBuffer(particlePoints);

            // enable point sprite mode (which enables the gl_PointCoord value)
            Gl.Enable(EnableCap.PointSprite);
            Gl.DrawElements(BeginMode.Points, particlePoints.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
            Gl.Disable(EnableCap.PointSprite);

            // bind the font program as well as the font texture
            Gl.UseProgram(fontProgram.ProgramID);
            Gl.BindTexture(font.FontTexture);

            // draw the tutorial information, which is static
            information.Draw();

            Glut.glutSwapBuffers();
        }
Example #2
0
        private static void OnRenderFrame()
        {
            watch.Stop();
            float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;

            watch.Restart();

            // set up the viewport and clear the previous depth and color buffers
            Gl.Viewport(0, 0, width, height);
            Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            // perform rotation of the cube depending on the keyboard state
            if (autoRotate)
            {
                xangle += deltaTime / 2;
                yangle += deltaTime;
            }
            if (right)
            {
                yangle += deltaTime;
            }
            if (left)
            {
                yangle -= deltaTime;
            }
            if (up)
            {
                xangle -= deltaTime;
            }
            if (down)
            {
                xangle += deltaTime;
            }

            // make sure the shader program and texture are being used
            Gl.UseProgram(program);
            Gl.ActiveTexture(TextureUnit.Texture1);
            Gl.BindTexture(brickNormals);
            Gl.ActiveTexture(TextureUnit.Texture0);
            Gl.BindTexture(brickDiffuse);

            // set up the model matrix and draw the cube
            program["model_matrix"].SetValue(Matrix4.CreateRotationY(yangle) * Matrix4.CreateRotationX(xangle));
            program["enable_lighting"].SetValue(lighting);
            program["enable_mapping"].SetValue(normalMapping);

            Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition");
            Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal");
            Gl.BindBufferToShaderAttribute(cubeTangents, program, "vertexTangent");
            Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV");
            Gl.BindBuffer(cubeTriangles);

            Gl.DrawElements(BeginMode.Triangles, cubeTriangles.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);

            // bind the font program as well as the font texture
            Gl.UseProgram(fontProgram.ProgramID);
            Gl.BindTexture(font.FontTexture);

            // draw the tutorial information, which is static
            information.Draw();

            Glut.glutSwapBuffers();
        }