static void Main(string[] args) { Ag.initialize(); Aardvark.Base.Aardvark.Init(); using (var app = new OpenGlApplication()) { var win = app.CreateSimpleRenderWindow(1); var view = CameraView.LookAt(new V3d(2.0, 2.0, 2.0), V3d.Zero, V3d.OOI); var perspective = win.Sizes.Select(s => FrustumModule.perspective(60.0, 0.1, 10.0, ((float)s.X / (float)s.Y))); var viewTrafo = DefaultCameraController.control(win.Mouse, win.Keyboard, win.Time, view); var index = new[] { 0, 1, 2, 0, 2, 3 }; var positions = new[] { new V3f(-1, -1, 0), new V3f(1, -1, 0), new V3f(1, 1, 0), new V3f(-1, 1, 0) }; var attributes = new SymbolDict <Array>() { { DefaultSemantic.Positions, positions } }; var quad = new IndexedGeometry(IndexedGeometryMode.TriangleList, (Array)index, attributes, new SymbolDict <Object>()); var quadSg = quad.ToSg(); // This is one of the hardest parts in C#. Our FShade interface is rather generic and // works super awesome in F#. In C# however, without proper type inference doing simple function // calls suddenly requires a Phd in CS. Therefore, and especially since shaders cannot be written // in C# anyways, write application setup and shader code in F# ;) // Or don't use FShade. FShade simply does not work in without functional language // features such as type inference and function currying. Func <DefaultSurfaces.Vertex, FSharpExpr <V4d> > whiteShader = HighFun.ApplyArg0 <C4f, DefaultSurfaces.Vertex, FSharpExpr <V4d> >( DefaultSurfaces.constantColor, C4f.White); Func <DefaultSurfaces.Vertex, FSharpExpr <DefaultSurfaces.Vertex> > trafo = c => DefaultSurfaces.trafo(c); var sg = quadSg .WithEffects(new[] { FShadeSceneGraph.toEffect(FSharpFuncUtil.Create(trafo)), FShadeSceneGraph.toEffect(FSharpFuncUtil.Create(whiteShader)), }) .ViewTrafo(viewTrafo.Select(t => t.ViewTrafo)) .ProjTrafo(perspective.Select(t => t.ProjTrafo())); var task = app.Runtime.CompileRender(win.FramebufferSignature, sg); win.RenderTask = DefaultOverlays.withStatistics(task); win.Run(); } }
public MainWindow() { Ag.initialize(); // initialize scenegraph Aardvark.Base.Aardvark.Init(); // initialize aardvark base modules var app = new Aardvark.Application.WPF.OpenGlApplication(true); InitializeComponent(); app.Initialize(renderControl, 1); var cone = IndexedGeometryPrimitives.Cone.solidCone(V3d.OOO, V3d.OOI, 1.0, 0.2, 12, C4b.Red).ToSg(); // build object from indexgeometry primitives var cube = SgPrimitives.Sg.box(Mod.Init(C4b.Blue), Mod.Init(Box3d.Unit)); // or directly using scene graph var initialViewTrafo = CameraViewModule.lookAt(V3d.III * 3.0, V3d.OOO, V3d.OOI); var controlledViewTrafo = Aardvark.Application.DefaultCameraController.control(renderControl.Mouse, renderControl.Keyboard, renderControl.Time, initialViewTrafo); var frustum = renderControl.Sizes.Map(size => FrustumModule.perspective(60.0, 0.1, 10.0, size.X / (float)size.Y)); var whiteShader = Aardvark.Base.Rendering.Effects.SimpleLighting.Effect; var trafo = Effects.Trafo.Effect; var currentAngle = 0.0; var angle = renderControl.Time.Map(t => { if (checkBox.IsChecked.Value) { return(currentAngle += 0.001); } else { return(currentAngle); } }); var rotatingTrafo = angle.Map((whyCantShadowName) => Trafo3d.RotationZ(whyCantShadowName)); var sg = new[] { cone, cube.Trafo(rotatingTrafo) } .ToSg() .WithEffects(new[] { trafo, whiteShader }) .ViewTrafo(controlledViewTrafo.Map(c => c.ViewTrafo)) .ProjTrafo(frustum.Map(f => f.ProjTrafo())); renderControl.RenderTask = Aardvark.Base.RenderTask.ofArray( new[] { app.Runtime.CompileClear(renderControl.FramebufferSignature, Mod.Init(C4f.Red)), app.Runtime.CompileRender(renderControl.FramebufferSignature, sg) } ); }
static void Main(string[] args) { Ag.initialize(); Aardvark.Base.Aardvark.Init(); RunUI(); }