Exemple #1
0
        void Mainloop(float delta)
        {
            this.window.SwapBuffers();
            GL.ClearColor(1f, 0f, 1f, 1.0f);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.Clear(ClearBufferMask.DepthBufferBit);
            this.window.Title = delta.ToString();

            return;

            if (b_W)
            {
                camera.moveFront(delta * camaraSpeed);
            }

            if (b_S)
            {
                camera.moveFront(delta * -camaraSpeed);
            }

            if (b_A)
            {
                camera.moveSideways(delta * -camaraSpeed);
            }

            if (b_D)
            {
                camera.moveSideways(delta * camaraSpeed);
            }

            if (b_Q)
            {
                camera.moveUp(delta * camaraSpeed);
            }

            if (b_E)
            {
                camera.moveUp(-delta * camaraSpeed);
            }

            if (b_F)
            {
                spotColor = new Vector3(2);
            }
            else
            {
                spotColor = new Vector3(0);
            }

            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.diffuse"), ref spotColor);
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.specular"), ref spotColor);
            spotColor *= 0.1F;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.ambient"), ref spotColor);
            camera.update();
            modelViewProj = camera.GetViewProj() * camModelRender;
            Matrix4 modelView = camera.GetView() * camModelRender;
            var     matrix4   = new OpenTK.Matrix4();

            matrix4.Transpose();
            Matrix4 invModelView            = new Matrix4(); //TODO: glm.transpose( inverse( modelView ) );
            Vector3 transformedSunDirection = new Vector3(); //TODO: transpose( inverse( camera.GetView() ) ) * vec4( sunDirection, 1.0F );

            GL.Uniform3(directionLocation, ref transformedSunDirection);
            Matrix4 pointLightMatrix = glm.rotate(new mat4(1f), -delta, new vec3(0, 1, 0)).M();

            pointLightPosition = pointLightMatrix * pointLightPosition;
            Vector3 transformedPointLightPosition = new Vector3(); //TODO:(Vector3) ( camera.GetView() * ( pointLightPosition ) );

            GL.Uniform3(pointLightLocation, ref transformedPointLightPosition);

            GL.UniformMatrix4(modelViewProjMatrixLocation, false, ref modelViewProj);
            GL.UniformMatrix4(modelViewLocation, false, ref modelView);
            GL.UniformMatrix4(invModelViewLocation, false, ref invModelView);

            ///
            for (int i = 0; i < this.mats.Count; ++i)
            {
                //mats[i]   =Matrix4.ro  rotate(mats[i],time * , Vector3 (0, time,0));
                modelViewProj = camera.GetViewProj() * mats[i];
                modelView     = camera.GetView() * mats[i];

                invModelView = (modelView.Inverted());
                GL.UniformMatrix4(modelViewProjMatrixLocation, false, ref modelViewProj);
                GL.UniformMatrix4(modelViewLocation, false, ref modelView);
                GL.UniformMatrix4(invModelViewLocation, false, ref invModelView);

                //TODO:models[i] -> Render();
            }
        }
Exemple #2
0
        public Program()
        {
            InternalInit();

            Console.WriteLine("Shaders: " + ShaderPos + "\n	[" + vertexShader + ", " + fragmentShader + "]");

            shader = new Shader((this.ShaderPos + this.vertexShader), (this.ShaderPos + this.fragmentShader));
            shader.bind();
            PrintStatus('S', shader.GetShaderID(), "-> Shader", 9, 1);

            directionLocation = GL.GetUniformLocation(shader.GetShaderID(), "u_directional_light.direction");
            sunColor          = new Vector3(.8f);
            sunDirection      = new Vector3(0f, -1f, 0f);
            var z    = new Vector3(0.0000001f);
            int zero = 0;

            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_directional_light.diffuse"), ref sunColor);
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_directional_light.specular"), ref z);
            sunColor *= 0.2F;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_directional_light.ambient"), ref sunColor);
            //GL.Uniform1iv(GL.GetUniformLocation(shader.GetShaderID(), "u_use_sun"),1,(int*)&zero));

            Vector3 pointColor = new Vector3(0, 0, 30);

            //pointColor *= 0;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_point_light.diffuse"), ref pointColor);
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_point_light.specular"), ref pointColor);
            pointColor *= 0.2F;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_point_light.ambient"), ref pointColor);
            GL.Uniform1(GL.GetUniformLocation(shader.GetShaderID(), "u_point_light.linear"), 0.027f);
            GL.Uniform1(GL.GetUniformLocation(shader.GetShaderID(), "u_point_light.quadratic"), 0.0028f);
            pointLightPosition = new Vector4(1f, 1f, 10f, 1f);
            pointLightLocation = GL.GetUniformLocation(this.shader.GetShaderID(), "u_point_light.position");

            spotColor = new Vector3(2);
            //spotColor *= 0;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.diffuse"), ref spotColor);
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.specular"), ref spotColor);
            spotColor *= 0.1F;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.ambient"), ref spotColor);
            Vector3 spotLightPosition = new Vector3(0.0F);

            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.position"), ref spotLightPosition);
            spotLightPosition.Z = 1.0f;
            GL.Uniform3(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.direction"), ref spotLightPosition);
            GL.Uniform1(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.innerCone"), 0.99f);
            GL.Uniform1(GL.GetUniformLocation(shader.GetShaderID(), "u_spot_light.outerCone"), 0.98f);

            string path = (ModelsPos);
            string ext  = (".bmf");
            int    idx  = 0;

            foreach (var p in new DirectoryInfo(path).GetFiles())
            {
                if (p.Extension == ext)
                {
                    Console.WriteLine("Loading: " + p + '\n');
                    var   t     = p.FullName;
                    Model model = new Model(t, shader);
                    model.Init();
                    models.Add(model);
                    var Matrix4X = new mat4(1.0F);
                    Matrix4X = glm.translate(Matrix4X, new vec3(100 * (idx++), 0, 0));
                    Matrix4X = glm.scale(Matrix4X, new vec3(.2f));
                    mats.Add(Matrix4X.M());
                }
            }

            camModelRender = glm.scale(new mat4(1.0F), new vec3(.2f)).M();

            //model_rotate      = scale(model_rotate, Vector3(.1F));

            camera = new FPSCamera(90.0F, 1000, 800);
            camera.Translate(new Vector3(0, 0, 5.0f));
            camera.update();

            modelViewProj = camera.GetViewProj() * camModelRender;

            modelViewProjMatrixLocation = GL.GetUniformLocation(this.shader.GetShaderID(), "u_modelViewProj");

            modelViewLocation    = GL.GetUniformLocation(this.shader.GetShaderID(), "u_modelView");
            invModelViewLocation = GL.GetUniformLocation(this.shader.GetShaderID(), "u_invModelView");

            //GL.PolygonMode (GL_FRONT_AND_BACK,GL_LINE);

            float camaraSpeed = 60.0F;

            GL.Enable(EnableCap.DepthTest);
        }