Exemple #1
0
        // tick for OpenGL rendering code
        public void RenderGL()
        {
            if (useRenderTarget)
            {
                // enable render target
                target.Bind();

                // render scene to render target
                sceneGraph.Render(shader);

                // render quad
                target.Unbind();
                quad.Render(postproc, target.GetTextureID());
            }
            else
            {
                // render scene directly to the screen
                sceneGraph.Render(shader);
            }
        }
Exemple #2
0
        // tick for OpenGL rendering code
        public void RenderGL()
        {
            // measure frame duration
            frameDuration = timer.ElapsedMilliseconds;
            timer.Reset();
            timer.Start();

            // prepare matrix for vertex shader
            CamMatrix          = new Matrix4();
            CamMatrix.Diagonal = new Vector4(1, 1, 1, 1);
            //Console.WriteLine(y);
            OpenTK.Input.Mouse.GetCursorState();

            // update rotation
            //a += 0.001f * frameDuration;
            //if (a > 2 * PI) a -= 2 * PI;

            /*if (useRenderTarget)
             * {
             * // enable render target
             * target.Bind();
             *
             * // render scene to render target
             * mesh.Render(shader, CamMatrix, wood);
             * floor.Render(shader, CamMatrix, wood);
             *
             * // render quad
             * target.Unbind();
             * quad.Render(postproc, target.GetTextureID());
             * }
             * else
             * {
             * // render scene directly to the screen
             * mesh.Render(shader, CamMatrix, wood);
             * floor.Render(shader, CamMatrix, wood);
             * }*/

            //Keyboard Control
            //new Render scene
            sceneGraph.Render(CamMatrix);

            GL.UseProgram(postproc.programID);
            Vector3 fx = new Vector3(chromaticOn ? 1 : 0, vignetteOn ? 1 : 0, shinyOn ? 1 : 0);

            GL.Uniform3(fxId, ref fx);
        }
Exemple #3
0
        // tick for OpenGL rendering code
        public void RenderGL()
        {
            // measure frame duration
            float frameDuration = timer.ElapsedMilliseconds;
            timer.Reset();
            timer.Start();

            // The translation relative to the camera
            Matrix4 transform = Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), a);
            Matrix4 toWorld = transform;
            transform *= Matrix4.CreateTranslation(0, -4, 15) * Matrix4.CreateTranslation(c.cameraPos) * Matrix4.CreateFromAxisAngle(new Vector3(0,0,1), c.zRotate) * Matrix4.LookAt(Vector3.Zero, c.cameraDir, c.up);
            transform *= Matrix4.CreatePerspectiveFieldOfView(1.2f, 1.3f, .1f, 1000);

            // update rotation
            a += 0.001f * frameDuration;
            if (a > 2 * PI) a -= 2 * PI;
            if (c.vRotate < 0) c.vRotate = 2 * PI;

            // render scene to render target
            if (useRenderTarget)
            {
                // enable render target
                target.Bind();

                floorNode.Render(shader, transform, toWorld);

                // render quad
                target.Unbind();
                quad.Render(postproc, target.GetTextureID());
            }
            else
            {
                target.Bind();

                floorNode.nodeMesh.Render(shader, transform, toWorld, wood);
                floorNode.nodeChildren[0].nodeMesh.Render(shader, transform, toWorld, wood);

                target.Unbind();
                quad.Render(postproc, target.GetTextureID());
            }
        }
Exemple #4
0
        // tick for OpenGL rendering code
        public void RenderGL()
        {
            // measure frame duration
            float frameDuration = timer.ElapsedMilliseconds;
            timer.Reset();
            timer.Start();

            GL.UseProgram(shader.programID);
            Matrix4 cameraPos = cam.GetViewMatrix();
            GL.Uniform3(shader.camPosition, new Vector3(cameraPos.M13, cameraPos.M23, cameraPos.M33));

            // enable render target
            target.Bind();

            viewProjectMatrix = cameraPos * Matrix4.CreatePerspectiveFieldOfView(1.2f, 1.3f, .1f, 1000);

            // render the scene
            scene.Render(shader, viewProjectMatrix, frameDuration);

            // render quad
            target.Unbind();
            quad.Render(postproc, target.GetTextureID(), colorCube.id);
        }
Exemple #5
0
 // tick for OpenGL rendering code
 public void RenderGL()
 {
     CameraUpdate();
     scenegraph.Render(camera);
     Tick();
 }
Exemple #6
0
 // Calls the render method from the SceneGraph
 public void RenderGL()
 {
     scenegraph.Render();
 }
Exemple #7
0
	    // tick for OpenGL rendering code
	    public void RenderGL()
	    {
		    // measure frame duration
		    float frameDuration = timer.ElapsedMilliseconds;
		    timer.Reset();
		    timer.Start();
            var keyboard = OpenTK.Input.Keyboard.GetState();
            if (keyboard[OpenTK.Input.Key.W])
            {
                cam *= Matrix4.CreateTranslation(0, 0, acceleration * 0.1f);
            }
            if(keyboard[OpenTK.Input.Key.S])
            {
                cam *= Matrix4.CreateTranslation(0, 0, acceleration * -0.1f);
            }
            if (keyboard[OpenTK.Input.Key.Space])
            {
                cam *= Matrix4.CreateTranslation(0, acceleration * -0.1f, 0);
            }
            if (keyboard[OpenTK.Input.Key.ShiftLeft])
            {
                cam *= Matrix4.CreateTranslation(0, acceleration * 0.1f, 0);
            }
            if (keyboard[OpenTK.Input.Key.A])
            {
                cam *= Matrix4.CreateTranslation(acceleration * 0.1f, 0, 0);
            }
            if (keyboard[OpenTK.Input.Key.D])
            {
                cam *= Matrix4.CreateTranslation(acceleration * -0.1f, 0, 0);
            }
            if (keyboard[OpenTK.Input.Key.I])
            {
                cam *= Matrix4.CreateRotationX(acceleration * 0.01f);
            }
            if (keyboard[OpenTK.Input.Key.Q])
            {
                cam *= Matrix4.CreateRotationY(acceleration * -0.01f);
            }
            if (keyboard[OpenTK.Input.Key.E])
            {
                cam *= Matrix4.CreateRotationY(acceleration * 0.01f);
            }
            if (keyboard[OpenTK.Input.Key.K])
            {
                cam *= Matrix4.CreateRotationX(acceleration * -0.01f);
            }
            if (keyboard[OpenTK.Input.Key.J])
            {
                cam *= Matrix4.CreateRotationZ(acceleration * -0.01f);
            } 
            if (keyboard[OpenTK.Input.Key.L])
            {
                cam *= Matrix4.CreateRotationZ(acceleration * 0.01f);
            }
		    // prepare matrix for vertex shader
		    Matrix4 transform = Matrix4.CreateFromAxisAngle( new Vector3( 0, 1, 0 ), a );
		    transform *= Matrix4.CreateTranslation( 0, -4, -15 );
            transform *= cam;
		    transform *= Matrix4.CreatePerspectiveFieldOfView( 1.2f, 1.3f, .1f, 1000 );

            // update rotation
            if (automaticRotation) a += 0.001f * frameDuration; 
		    if (a > 2 * PI) a -= 2 * PI;

            // render scene
            scenegraph.Render(transform, lights, camera, Matrix4.Identity);
	    }