Example #1
0
        private static void RenderInstance(ModelInstance inst)
        {
            ModelAsset asset   = inst.Asset;
            Program    shaders = asset.Shaders;

            // bind the shaders
            shaders.Use();

            // set the shader uniforms
            Matrix m = _gCamera.CombinedMatrix;

            shaders.SetUniform("camera", ref m);
            shaders.SetUniform("model", ref inst.Transform);
            shaders.SetUniform("tex", 0); // set to 0 because the texture will be bound to GL_TEXTURE0
            shaders.SetUniform("light.position", _gLight.Position);
            shaders.SetUniform("light.intensities", _gLight.Intensities);

            //bind the texture
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, asset.Texture.GLObject);

            // bind VAO and draw
            GL.BindVertexArray(asset.Vao);
            GL.DrawArrays(asset.DrawType, asset.DrawStart, asset.DrawCount);

            // unbind everything
            GL.BindVertexArray(0);
            GL.BindTexture(TextureTarget.Texture2D, 0);
            shaders.StopUsing();
        }
Example #2
0
        //create all the `instance` structs for the 3D scene, and add them to `gInstances`
        private static void CreateInstances()
        {
            ModelInstance dot = new ModelInstance();

            dot.Asset     = _gWoodenCrate;
            dot.Transform = new Matrix();
            _gInstances.Add(dot);

            ModelInstance i = new ModelInstance();

            i.Asset     = _gWoodenCrate;
            i.Transform = Scale(1, 2, 1) * Translate(0, -4, 0);
            _gInstances.Add(i);

            ModelInstance hLeft = new ModelInstance();

            hLeft.Asset     = _gWoodenCrate;
            hLeft.Transform = Scale(1, 6, 1) * Translate(-8, 0, 0);
            _gInstances.Add(hLeft);

            ModelInstance hRight = new ModelInstance();

            hRight.Asset     = _gWoodenCrate;
            hRight.Transform = Scale(1, 6, 1) * Translate(-4, 0, 0);
            _gInstances.Add(hRight);

            ModelInstance hMid = new ModelInstance();

            hMid.Asset     = _gWoodenCrate;
            hMid.Transform = Scale(2, 1, 0.8f) * Translate(-6, 0, 0);
            _gInstances.Add(hMid);
        }
        private static void RenderInstance(ModelInstance inst)
        {
            ModelAsset asset = inst.Asset;
            Program shaders = asset.Shaders;

            // bind the shaders
            shaders.Use();

            // set the shader uniforms
            Matrix m = _gCamera.CombinedMatrix;
            shaders.SetUniform("camera", ref m);
            shaders.SetUniform("model", ref inst.Transform);
            shaders.SetUniform("material.tex", 0); // set to 0 because the texture will be bound to GL_TEXTURE0
            shaders.SetUniform("material.shininess", asset.Shininess);
            shaders.SetUniform("material.specularColor", asset.SpecularColor);
            shaders.SetUniform("light.position", _gLight.Position);
            shaders.SetUniform("light.intensities", _gLight.Intensities);
            shaders.SetUniform("light.attenuation", _gLight.Attenuation);
            shaders.SetUniform("light.ambientCoefficient", _gLight.AmbientCoefficient);
            shaders.SetUniform("cameraPosition", _gCamera.Position);

            //bind the texture
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, asset.Texture.GLObject);

            // bind VAO and draw
            GL.BindVertexArray(asset.Vao);
            GL.DrawArrays(asset.DrawType, asset.DrawStart, asset.DrawCount);

            // unbind everything
            GL.BindVertexArray(0);
            GL.BindTexture(TextureTarget.Texture2D, 0);
            shaders.StopUsing();
        }
        //create all the `instance` structs for the 3D scene, and add them to `gInstances`
        private static void CreateInstances()
        {
            ModelInstance dot = new ModelInstance();
            dot.Asset = _gWoodenCrate;
            dot.Transform = new Matrix();
            _gInstances.Add(dot);

            ModelInstance i = new ModelInstance();
            i.Asset = _gWoodenCrate;
            i.Transform = Scale(1, 2, 1) * Translate(0, -4, 0);
            _gInstances.Add(i);

            ModelInstance hLeft = new ModelInstance();
            hLeft.Asset = _gWoodenCrate;
            hLeft.Transform = Scale(1, 6, 1) * Translate(-8, 0, 0);
            _gInstances.Add(hLeft);

            ModelInstance hRight = new ModelInstance();
            hRight.Asset = _gWoodenCrate;
            hRight.Transform = Scale(1, 6, 1) * Translate(-4, 0, 0);
            _gInstances.Add(hRight);

            ModelInstance hMid = new ModelInstance();
            hMid.Asset = _gWoodenCrate;
            hMid.Transform = Scale(2, 1, 0.8f) * Translate(-6, 0, 0);
            _gInstances.Add(hMid);
        }
        private static void RenderInstance(ModelInstance inst)
        {
            ModelAsset asset = inst.Asset;
            Program shaders = asset.Shaders;

            // bind the shaders
            shaders.Use();

            // set the shader uniforms
            Matrix m = _gCamera.CombinedMatrix;
            shaders.SetUniform("camera", ref m);
            shaders.SetUniform("model", ref inst.Transform);
            shaders.SetUniform("tex", 0); // set to 0 because the texture will be bound to GL_TEXTURE0

            //bind the texture
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, asset.Texture.GLObject);

            // bind VAO and draw
            GL.BindVertexArray(asset.Vao);
            GL.DrawArrays(asset.DrawType, asset.DrawStart, asset.DrawCount);

            // unbind everything
            GL.BindVertexArray(0);
            GL.BindTexture(TextureTarget.Texture2D, 0);
            shaders.StopUsing();
        }