Esempio n. 1
0
        private void prepareTerrain(Terrain terrain)
        {
            RawModel rawModel = terrain.model;

            Gl.BindVertexArray(rawModel.vaoID);
            Gl.EnableVertexAttribArray(0);
            Gl.EnableVertexAttribArray(1);
            Gl.EnableVertexAttribArray(2);
            ModelTexture texture = terrain.texture;

            shader.loadVariables(texture.shineDamper, texture.reflectivity);
            Gl.ActiveTexture(TextureUnit.Texture0);
            Gl.BindTexture(TextureTarget.Texture2d, texture.textureId);
        }
Esempio n. 2
0
        static void Main(string[] args)
        {
            // Initialize OpenGL
            Gl.Initialize();

            // If the library isn't in the environment path we need to set it
            Glfw.ConfigureNativesDirectory("..\\..\\libs/glfw-3.2.1.bin.WIN32/lib-mingw");

            // Initialize the GLFW
            if (!Glfw.Init())
            {
                Environment.Exit(-1);
            }

            // Create a windowed mode window and its OpenGL context
            var window = Glfw.CreateWindow(width, height, "Unreal Engine 4");


            if (!window)
            {
                Glfw.Terminate();
                Environment.Exit(-1);
            }

            // set window icon
            Glfw.Image icon = Utils.getImage("..\\..\\res/logo.png");
            Glfw.SetWindowIcon(window, icon);

            // Make the window's context current
            Glfw.MakeContextCurrent(window);

            // create loder and renderer
            Loader loader = new Loader();


            // create model
            RawModel      model       = OBJLoader.loadObjModel("Spruce", loader);
            ModelTexture  texture     = new ModelTexture(loader.loadTexture("..\\..\\res/branch.png"));
            TexturedModel staticModel = new TexturedModel(model, texture);

            staticModel.modelTexture.shineDamper  = 10;
            staticModel.modelTexture.reflectivity = 0;
            Light light = new Light(new Vertex3f(0, 0, -25), new Vertex3f(1f, 1f, 1f));


            ModelTexture terrainTexture = new ModelTexture(loader.loadTexture("..\\..\\res/b.jpeg"));

            terrainTexture.shineDamper  = 10;
            terrainTexture.reflectivity = 0;
            Terrain terrain = new Terrain(0, -400, loader, terrainTexture);
            //Terrain terrain2 = new Terrain(1, -400, loader, terrainTexture);

            Camera camera = new Camera();

            List <Entity> allShapes = new List <Entity>();

            Random random = new Random();

            for (int i = 0; i < 500; i++)
            {
                double x = random.NextDouble() * 800 - 400;
                double y = 0;
                double z = random.NextDouble() * 800 - 800;
                allShapes.Add(new Entity(staticModel, new Vertex3f((float)x, (float)y, (float)z), 90, 0, 0, 1));
            }

            MasterRenderer renderer = new MasterRenderer(new WinowInfo(width, height));

            // Loop until the user closes the window
            while (!Glfw.WindowShouldClose(window))
            {
                // Render here
                camera.move(window);

                renderer.processTerrain(terrain);
                //renderer.processTerrain(terrain2);

                foreach (Entity shape in allShapes)
                {
                    renderer.processEntity(shape);
                }


                renderer.render(light, camera);

                //Swap front and back buffers
                Glfw.SwapBuffers(window);

                // Poll for and process events
                Glfw.PollEvents();
            }

            // clean memory
            renderer.cleanUP();
            loader.CleanUp();

            // terminate program
            Glfw.Terminate();
        }