Esempio n. 1
0
        private void FormMain_Load(object sender, EventArgs e)
        {
            SceneNodeBase rootElement = GetRootElement();

            var position = new vec3(1, 0, 4);
            var center   = new vec3(0, 0, 0);
            var up       = new vec3(0, 1, 0);
            var camera   = new Camera(position, center, up, CameraType.Perspecitive, this.winGLCanvas1.Width, this.winGLCanvas1.Height);

            this.scene = new Scene(camera, this.winGLCanvas1)
            {
                RootElement = rootElement,
                ClearColor  = Color.SkyBlue.ToVec4(),
            };

            var list = new ActionList();

            var transformAction = new TransformAction(scene);

            list.Add(transformAction);
            var renderAction = new RenderAction(scene);

            list.Add(renderAction);

            var guiLayoutAction = new GUILayoutAction(scene);

            list.Add(guiLayoutAction);
            var guiRenderAction = new GUIRenderAction(scene);

            list.Add(guiRenderAction);

            this.actionList = list;

            MessageBox.Show("Press 'n' to switch texture indexes!");
        }
Esempio n. 2
0
        private void FormMain_Load(object sender, EventArgs e)
        {
            var position = new vec3(1, 0.6f, 1) * 16;
            var center   = new vec3(0, 0, 0);
            var up       = new vec3(0, 1, 0);
            var camera   = new Camera(position, center, up, CameraType.Perspecitive, this.winGLCanvas1.Width, this.winGLCanvas1.Height);

            this.scene          = new Scene(camera);
            this.scene.RootNode = GetRootNode();
            WinCtrlRoot rootControl = GetRootControl();

            rootControl.Bind(this.winGLCanvas1);
            this.scene.RootControl = rootControl;

            // add lights.
            {
                var   lightList = this.lights;
                float angle     = 0;
                foreach (var light in lightList)
                {
                    this.scene.Lights.Add(light);
                    var node = LightPositionNode.Create(light, angle);
                    angle += 360.0f / lightList.Count;
                    this.scene.RootNode.Children.Add(node);
                }
            }
            {
                var list = new ActionList();
                list.Add(new TransformAction(scene));
                var shadowMappingAction = new ShadowMappingAction(scene);
                list.Add(shadowMappingAction);
                this.shadowMappingAction = shadowMappingAction;
                list.Add(new RenderAction(scene));

                //var guiLayoutAction = new GUILayoutAction(scene.RootControl);
                //list.Add(guiLayoutAction);
                var guiRenderAction = new GUIRenderAction(scene.RootControl);
                list.Add(guiRenderAction);

                this.actionList = list;
            }
            {
                var node = DepthRectNode.Create();
                node.TextureSource = this.shadowMappingAction.LightEquipment;
                this.scene.RootNode.Children.Add(node);
            }

            Match(this.trvSceneObject, scene.RootNode);
            this.trvSceneObject.ExpandAll();

            Match(this.trvSceneGUI, scene.RootControl);
            this.trvSceneGUI.ExpandAll();

            var manipulater = new FirstPerspectiveManipulater();

            manipulater.Bind(camera, this.winGLCanvas1);
        }
Esempio n. 3
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        private void FormMain_Load(object sender, EventArgs e)
        {
            SceneNodeBase rootElement = GetRootElement();
            WinCtrlRoot   rootControl = GetRootControl();

            var position = new vec3(1, 0, 4);
            var center   = new vec3(0, 0, 0);
            var up       = new vec3(0, 1, 0);
            var camera   = new Camera(position, center, up, CameraType.Perspecitive, this.winGLCanvas1.Width, this.winGLCanvas1.Height);

            this.scene = new Scene(camera)
            {
                RootNode    = rootElement,
                RootControl = rootControl,
                ClearColor  = Color.SkyBlue.ToVec4(),
            };
            rootControl.Bind(this.winGLCanvas1);

            var list = new ActionList();

            var transformAction = new TransformAction(scene);

            list.Add(transformAction);
            var renderAction = new RenderAction(scene);

            list.Add(renderAction);

            //var guiLayoutAction = new GUILayoutAction(scene.RootControl);
            //list.Add(guiLayoutAction);
            var guiRenderAction = new GUIRenderAction(scene.RootControl);

            list.Add(guiRenderAction);

            this.actionList = list;

            Match(this.trvSceneObject, scene.RootNode);
            this.trvSceneObject.ExpandAll();

            Match(this.trvSceneGUI, scene.RootControl);
            this.trvSceneGUI.ExpandAll();

            var manipulater = new FirstPerspectiveManipulater();

            manipulater.Bind(camera, this.winGLCanvas1);
            manipulater.StepLength = 0.1f;
        }
Esempio n. 4
0
        private void FormMain_Load(object sender, EventArgs e)
        {
            SceneNodeBase rootElement = GetRootElement();
            GLControl     rootControl = GetRootControl();

            var position = new vec3(1, 0, 4);
            var center   = new vec3(0, 0, 0);
            var up       = new vec3(0, 1, 0);
            var camera   = new Camera(position, center, up, CameraType.Perspecitive, this.winGLCanvas1.Width, this.winGLCanvas1.Height);

            this.scene = new Scene(camera, this.winGLCanvas1)
            {
                RootElement = rootElement,
                RootControl = rootControl,
                ClearColor  = Color.SkyBlue.ToVec4(),
            };

            var list = new ActionList();

            var transformAction = new TransformAction(scene);

            list.Add(transformAction);
            var renderAction = new RenderAction(scene);

            list.Add(renderAction);

            var guiLayoutAction = new GUILayoutAction(scene);

            list.Add(guiLayoutAction);
            var guiRenderAction = new GUIRenderAction(scene);

            list.Add(guiRenderAction);

            this.actionList = list;

            Match(this.trvScene, scene.RootElement);
            this.trvScene.ExpandAll();
        }