private void renderControl1_Load(object sender, EventArgs e) { eye = new Vector3(0.0f, 0.0f, 15.0f); target = new Vector3(0.0f, 0.0f, 0.0f); scale = 0.1f; modelviewMatrix = Matrix4.CreateScale(scale) * Matrix4.LookAt(eye, target, Vector3.UnitY); camera = new Camera(); shader = new Shader( File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\VertexShader.glsl")), File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\FragmentShader.glsl"))); font = new Cobalt.Font("DejaVu Sans"); string[] args = Environment.GetCommandLineArgs(); if (args.Length > 1) { LoadFile(args[1]); } lastKbd = OpenTK.Input.Keyboard.GetState(); wireframe = false; culling = false; shader.SetUniform("texture", (int)0); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); // "E:\[SSD User Data]\Downloads\disg-BLUS30727\map00107\map00107.obf" // "E:\[SSD User Data]\Downloads\disg-BLUS30727\map30001\map30001.obf" // "E:\[SSD User Data]\Downloads\disg-BLUS30727\BLUS30727\PS3_GAME\USRDIR\Data\MAP (converted)\mp001\map00101.pac" // "E:\[SSD User Data]\Downloads\disg-BLUS30727\BLUS30727\PS3_GAME\USRDIR\Data\MAP (converted)\mp300\map30001.pac" }
private void renderControl_Load(object sender, EventArgs e) { eye = new Vector3(0.0f, 0.0f, 15.0f); target = new Vector3(0.0f, 0.0f, 0.0f); scale = 1.0f; modelviewMatrix = Matrix4.CreateScale(scale) * Matrix4.LookAt(eye, target, Vector3.UnitY); camera = new Camera(); shader = new Shader( File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\VertexShader.glsl")), File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\FragmentShader.glsl"))); font = new Cobalt.Font("DejaVu Sans"); lastKbd = OpenTK.Input.Keyboard.GetState(); wireframe = false; culling = true; lighting = true; takeScreenshot = false; if (shader != null) { shader.SetUniformName(ShaderCommonUniform.ProjectionMatrix, projectionMatrixName); shader.SetUniformName(ShaderCommonUniform.ModelViewMatrix, modelviewMatrixName); shader.SetUniformName(ShaderCommonUniform.MaterialTexture, materialTextureName); shader.SetUniformName(ShaderCommonUniform.MaterialAmbientColor, materialAmbientName); shader.SetUniformName(ShaderCommonUniform.MaterialDiffuseColor, materialDiffuseName); shader.SetUniformName(ShaderCommonUniform.MaterialSpecularColor, materialSpecularName); shader.SetUniform(ShaderCommonUniform.MaterialTexture, (int)0); shader.SetUniform(sunLightColorName, new Vector3(1.0f, 1.0f, 1.0f)); shader.SetUniform(ambientIntensityName, 0.5f); } GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); sunAngle = 45.0f; StartupDebugShortcuts(); }