// initialize
        public void Init()
        {
            sGraph = new scenegraph(this.screen);
            wood   = new Texture("../../assets/wood.jpg");

            // load stuff
            mesh              = new Mesh("../../assets/teapot.obj");
            floor             = new Mesh("../../assets/floor.obj");
            floor.texture     = wood;
            floor.modelAxis   = new Vector3(0, 1, 0);
            floor.worldAxis   = new Vector3(0, 1, 0);
            floor.modelRotate = 0.0f;
            floor.modelRSpeed = 0.0f;
            mesh.texture      = wood;
            mesh.location     = Matrix4.CreateScale(0.75f) * Matrix4.CreateTranslation(0, 0, 0);
            sGraph.addChild(floor);

            // initialize stopwatch
            timer = new Stopwatch();
            timer.Reset();
            timer.Start();

            // create the render target
            target = new RenderTarget(screen.width, screen.height);
            quad   = new ScreenQuad();

            shader   = new Shader("../../shaders/vs.glsl", "../../shaders/fs.glsl");
            postproc = new Shader("../../shaders/vs_post.glsl", "../../shaders/fs_post.glsl");

            int lightID = GL.GetUniformLocation(shader.programID, "lightPos");

            light1 = new light(shader, new Vector3(0, 2, 0), new Vector3(10, 10, 10));
            GL.UseProgram(shader.programID);
            GL.Uniform3(lightID, new Vector3(1, 1, 1));
        }
Example #2
0
        // initialize
        public void Init()
        {
            screen.Print("Move: UP, DOWN, LEFT, RIGHT", 10, 10, 10);
            // load teapot
            mesh  = new Mesh("../../assets/teapot.obj");
            floor = new Mesh("../../assets/floor.obj");
            eye   = new Mesh("../../assets/eyeball.obj");
            moon  = new Mesh("../../assets/moon.obj");
            earth = new Mesh("../../assets/earth.obj");
            jet   = new Mesh("../../assets/jet.obj");
            // initialize stopwatch
            timer = new Stopwatch();
            timer.Reset();
            timer.Start();
            // create shaders
            shader = new Shader("../../shaders/vs.glsl", "../../shaders/fs.glsl");
            // load a texture
            wood   = new Texture("../../assets/wood.jpg");
            eyeR   = new Texture("../../assets/ref1.jpg");
            crater = new Texture("../../assets/crater.jpg");
            land   = new Texture("../../assets/land.jpg");
            stars  = new Texture("../../assets/stars.jpg");
            jetp   = new Texture("../../assets/jetp.png");
            //add light
            int lightID = GL.GetUniformLocation(shader.programID, "lightPos");

            GL.UseProgram(shader.programID);
            GL.Uniform3(lightID, 0f, 10f, 0.0f);
            //add camera position
            Tc = Matrix4.CreateTranslation(new Vector3(0, -25.5f, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(1, 0, 0), PI / 2);
            Vector4 c        = Tc * (new Vector4(0f, 0f, 0f, 1f));
            int     cameraID = GL.GetUniformLocation(shader.programID, "cPos");

            GL.UseProgram(shader.programID);
            GL.Uniform4(cameraID, c);

            //create scenegraph
            meshes = new scenegraph(floor, Matrix4.CreateScale(6.0f) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), stars, shader);
            meshes.addNode(mesh, Matrix4.CreateScale(0.5f) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), wood, shader);
            meshes.getChildren()[0].addNode(mesh, Matrix4.CreateScale(0.5f) * Matrix4.CreateTranslation(new Vector3(5, 0, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), wood, shader);
            meshes.getChildren()[0].getChildren()[0].addNode(mesh, Matrix4.CreateScale(0.25f) * Matrix4.CreateTranslation(new Vector3(8, 0, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), wood, shader);
        }