static void Main(string[] args)
        {
            Trace.TraceInformation("Start");

            //render the final scene to this buffer
            Buffer <Vector4F> outputBuffer = new Buffer <Vector4F>(2, 800, 480);

            //load up some textures
            var testTexture = Gangurru.Output.PngOutput.LoadTexture2D("..\\..\\stone.png");
            var woodTexture = Gangurru.Output.PngOutput.LoadTexture2D("..\\..\\wood.png");
            Buffer <Vector4F> whiteTexture = new Buffer <Vector4F>(2, 1, 1);

            whiteTexture[0, 0] = new Vector4F(1, 1, 1, 1);

            Renderer renderer = new Renderer(outputBuffer);

            Camera camera = new Camera();

            camera.Position  = new Vector3F(2, 6, 12.0f);
            camera.Direction = new Vector3F(0, 1, 0) - camera.Position;

            Model teapot = Model.FromFile("..\\..\\teapot.obj");

            //create our shaders and sett he non-chaning values.
            Effect effect = new Effect();

            effect.View           = camera.GetView();
            effect.Projection     = Matrix4FUtils.CreatePerspectiveFieldOfView(3.14159f / 4, (float)outputBuffer.Sizes[0] / outputBuffer.Sizes[1], 1.0f, 200.0f);
            effect.LightDirection = new Vector3F(1, -1, -3);
            effect.CameraPosition = camera.Position;

            //needs to be nromalized for calculations
            effect.LightDirection.Normalize();

            //models
            Vertex[] teapotVerts  = teapot.CreateVertexes();
            Vertex[] pyramidVerts = CreatePyramid();
            Vertex[] woodVerts    = CreateTable();

            //compute normals
            ComputeSmoothNormals(teapotVerts);
            ComputeFlatNormals(pyramidVerts);
            ComputeFlatNormals(woodVerts);

            //draw teapot
            effect.World   = Sharp3D.Math.Geometry3D.TransformationF.Translation(0, 0, -2);
            effect.Texture = whiteTexture;
            renderer.DrawPrimitives(effect, teapotVerts, PrimitiveType.TriangleList, 0, teapotVerts.Length / 3);

            //raw pyramid
            effect.World   = Sharp3D.Math.Geometry3D.TransformationF.Translation(0, 0, 2);
            effect.Texture = testTexture;
            renderer.DrawPrimitives(effect, pyramidVerts, PrimitiveType.TriangleList, 0, pyramidVerts.Length / 3);

            //table
            effect.World   = Matrix4F.Identity;
            effect.Texture = woodTexture;
            renderer.DrawPrimitives(effect, woodVerts, PrimitiveType.TriangleList, 0, woodVerts.Length / 3);

            //pipeline.DrawTriangle(effect, verts, 0);
            //pipeline.DrawTriangle(effect, verts, 3);
            //pipeline.DrawTriangle(effect, verts, 6);
            //pipeline.DrawTriangle(effect, verts, 9);

            renderer.Rasterizer.Downsample(); //this call shouldn't be needed. I need to figuyre out how this should really be done.

            Trace.TraceInformation("Render Complete");

            Gangurru.Output.PngOutput.Save(outputBuffer, "out.png");

            Trace.TraceInformation("PNG Saved");

            Console.ReadLine();
        }
Exemple #2
0
 public Matrix4F GetView()
 {
     return(Matrix4FUtils.CreateLookAt(Position, Position + Direction, new Vector3F(0, 1, 0)));
 }