bool holdingTab; // speaks for itself i think. used for the light on/off-ness // initialize public void Init() { // make the meshes list and scenegraph and camera sceneGraph = new SceneGraph(); meshes = new List<Mesh>(); camera = new Camera(); // loading the lights light1 = new Light(new Vector4(100.0f, 11.0f, 12.0f, 1.0f), Vector4.Zero, Vector4.Zero, Vector3.Zero); light2 = new Light(new Vector4(-11.0f, 11.0f, 12.0f, 1.0f), Vector4.Zero, Vector4.Zero, Vector3.Zero); light3 = new Light(new Vector4(-20.0f, -30.0f, 2.0f, 1.0f), Vector4.Zero, Vector4.Zero, Vector3.Zero); light4 = new Light(new Vector4(0.0f, 1.0f, 2.0f, 1.0f), Vector4.Zero, Vector4.Zero, Vector3.Zero); // load teapot and floor mesh = new Mesh( "../../assets/teapot.obj" ); floor = new Mesh( "../../assets/floor.obj" ); // add the meshes to the hierarchy and the meshes list sceneGraph.AddParent(floor); sceneGraph.AddChild(floor, mesh); meshes.Add(mesh); meshes.Add(floor); // initialize stopwatch timer = new Stopwatch(); timer.Reset(); timer.Start(); // create shaders shader = new Shader( "../../shaders/vs.glsl", "../../shaders/fs.glsl" ); postproc = new Shader( "../../shaders/vs_post.glsl", "../../shaders/fs_post.glsl" ); // load a texture wood = new Texture( "../../assets/wood.jpg" ); // create the render target target = new RenderTarget( screen.width, screen.height ); quad = new ScreenQuad(); }
public Scene() { blendQuad = new ScreenQuad(); }
public virtual void DrawPost(ScreenQuad q, RenderTarget t) { q.Render(postproc, t.GetTextureID()); }