public Scene(List <Mesh> meshList, List <Light> lights, Rasterization r, VertexProcessor v) { foreach (Mesh m in meshList) { m.MakeNormals(); foreach (Light l in lights) { m.Light(l, v); m.DrawMesh(r, v, l); } } }
private void button1_Click(object sender, EventArgs e) { label8.Text = "Start render..."; this.Update(); #region Create collections for rasterize Buffer buff = new Buffer(1500, 1500, Color.Aqua); List <Mesh> meshList = new List <Mesh>(); List <Light> lightList = new List <Light>(); Rasterization render = new Rasterization(buff); VertexProcessor vertex = new VertexProcessor(getTextBox(), getVector4()); this.Update(); var objLoaderFactory = new ObjLoaderFactory(); var objLoader = objLoaderFactory.Create(); Vector3 p0 = new Vector3(2f, 5f, 5f); DirectionalLight light = new DirectionalLight(p0); #endregion #region Dodanie obiektów do sceny ObjMesh obj = new ObjMesh(); //Console.WriteLine("OBJ File Name:"); string nameObj = textBox10.Text; // Console.ReadLine(); var fileStream = new FileStream(nameObj, FileMode.Open); var result = objLoader.Load(fileStream); fileStream.Close(); //ladowanie pozycji wierzcholkow foreach (ObjLoader.Loader.Data.VertexData.Vertex l in result.Vertices) { Vector3 pos = new Vector3(l.X, l.Y, l.Z); Vertex newVert = new Vertex(pos); obj.vertexes.Add(newVert); } List <int> indexes = new List <int>(); foreach (ObjLoader.Loader.Data.Elements.Group n in result.Groups) { foreach (ObjLoader.Loader.Data.Elements.Face f in n.Faces) { for (int i = 0; i < f._vertices.Count; i++) { indexes.Add(f._vertices[i].VertexIndex - 1); } } } lightList.Add(light); obj.indexes = indexes; meshList.Add(obj); Scene scene = new Scene(meshList, lightList, render, vertex); #endregion pictureBox1.Image = buff.colorBuffer; label8.Text = "Render was end."; buff.SaveImage(); // Console.WriteLine("Rasterization Complete."); // Console.ReadKey(); }