private SceneNodeBase GetRootNode(ICamera modelCamera) { var root = new GroupNode(); // render 'scene' to franebuffer. { int width = this.winGLCanvas1.Width, height = this.winGLCanvas1.Height; var rtt = new RenderToTexttureNode(width, height, modelCamera, new ColoredFramebufferProvider()); rtt.BackgroundColor = Color.SkyBlue; { var teapot = TeapotNode.Create(); teapot.RenderWireframe = false; rtt.Children.Add(teapot);// rendered to framebuffer, then to texture. } root.Children.Add(rtt); this.rtt = rtt; } { var group = new GroupNode(); // display 'scene' in rectangle. { var node = RectangleNode.Create(); node.TextureSource = this.rtt; node.Scale = new vec3(1, 1, 1) * 6; node.RotationAxis = new vec3(-1, 0, 0); node.RotationAngle = 90; group.Children.Add(node); } const float radius = 3; // arcball. { var model = new HalfSphere(radius, 40, 40); var node = NoShadowNode.Create(model, HalfSphere.strPosition, HalfSphere.strNormal, model.Size); var list = node.RenderUnit.Methods[0].SwitchList; var list1 = node.RenderUnit.Methods[1].SwitchList; var polygonModeSwitch = new PolygonModeSwitch(PolygonMode.Line); var offsetSwitch = new PolygonOffsetFillSwitch(); list.Add(polygonModeSwitch); list1.Add(polygonModeSwitch); var cmd = node.RenderUnit.Methods[0].VertexArrayObjects[0].DrawCommand as DrawElementsCmd; cmd.VertexCount = cmd.VertexCount / 2; // render only half a sphere. group.Children.Add(node); } // lines. { var node = LinesNode.Create(radius); group.Children.Add(node); this.linesNode = node; } // fan { var node = FanNode.Create(radius); group.Children.Add(node); this.fanNode = node; } root.Children.Add(group); this.groupNode = group; } return(root); }
public static NoShadowNode Create(IBufferSource model, string position, string normal, vec3 size) { RenderMethodBuilder ambientBuilder, blinnPhongBuilder; { var vs = new VertexShader(ambientVert); var fs = new FragmentShader(ambientFrag); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); map.Add("inPosition", position); ambientBuilder = new RenderMethodBuilder(array, map); } { var vs = new VertexShader(blinnPhongVert); var fs = new FragmentShader(blinnPhongFrag); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); map.Add("inPosition", position); map.Add("inNormal", normal); blinnPhongBuilder = new RenderMethodBuilder(array, map); } var node = new NoShadowNode(model, ambientBuilder, blinnPhongBuilder); node.Initialize(); node.ModelSize = size; return(node); }