private SceneNodeBase GetRootNode() { var rootNode = new GroupNode(); { var axisNode = AxisNode.Create(); axisNode.Scale = new vec3(1, 1, 1) * 0.2f; rootNode.Children.Add(axisNode); } { var cameraNode = CameraNode.Create(); cameraNode.Scale = new vec3(1, 1, 1) * 0.2f; rootNode.Children.Add(cameraNode); } { //var cameraOutlineNode = CameraOutlineNode.Create(); //rootNode.Children.Add(cameraOutlineNode); } { var cubeNode = CubeNode.Create(); cubeNode.WorldPosition = new vec3(0, 0, -5); cubeNode.RotationAxis = new vec3(1, 1, 1); cubeNode.RotationAngle = 17; rootNode.Children.Add(cubeNode); } { //var miniGroup = new SwitchListGroupNode(); { var rectNode = RectNode.Create(); rectNode.WorldPosition = new vec3(0, 0, -5); rectNode.Scale = new vec3(1, 1, 1) * 3; rootNode.Children.Add(rectNode); } { var perspectiveNode = PerspectiveNode.Create(); rootNode.Children.Add(perspectiveNode); } //miniGroup.SwitchList.Add(new BlendSwitch(BlendEquationMode.Add, BlendSrcFactor.SrcAlpha, BlendDestFactor.OneMinusSrcAlpha)); //rootNode.Children.Add(miniGroup); } { var groundNode = GroundNode.Create(); //rootNode.Children.Add(groundNode); } return(rootNode); }
public static AxisNode Create() { // vertex buffer and index buffer. var model = new AxisModel(); // vertex shader and fragment shader. var vs = new VertexShader(vertexCode); var fs = new FragmentShader(fragmentCode); var array = new ShaderArray(vs, fs); // which vertex buffer maps to which attribute in shader. var map = new AttributeMap(); map.Add("inPosition", AxisModel.strPosition); map.Add("inColor", AxisModel.strColor); // build a render method. var builder = new RenderMethodBuilder(array, map, new LineWidthSwitch(5)); // create node. var node = new AxisNode(model, builder); // initialize node. node.Initialize(); return(node); }