Esempio n. 1
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        // Constructors
        static FrameBufferManager()
        {
            // Initialise singleton instance
            instance = new FrameBufferManager();

            // This is where we initialise the GL FrameBuffers and RenderBuffers.
            instance.renderBuffer = new uint[(int)RenderBuffer.NumRenderBuffers];
            GL.GenRenderbuffers((int)RenderBuffer.NumRenderBuffers, instance.renderBuffer);

            int[] viewport = new int[4];
            GL.GetInteger(GetPName.Viewport, viewport);
            instance.viewportWidth  = viewport[2];
            instance.viewportHeight = viewport[3];

            SetRenderbufferStorage(instance.viewportWidth, instance.viewportHeight);

            GL.GenFramebuffers(1, out instance.selectionBuffer);
            GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, instance.selectionBuffer);
            GL.FramebufferRenderbuffer(FramebufferTarget.DrawFramebuffer,
                                       FramebufferAttachment.ColorAttachment0,
                                       RenderbufferTarget.Renderbuffer,
                                       instance.renderBuffer[(int)RenderBuffer.Color]);
            GL.FramebufferRenderbuffer(FramebufferTarget.DrawFramebuffer,
                                       FramebufferAttachment.DepthAttachment,
                                       RenderbufferTarget.Renderbuffer,
                                       instance.renderBuffer[(int)RenderBuffer.Depth]);

            // Set back to default FrameBuffer
            GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
        }
Esempio n. 2
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 // Constructors
 public Selection()
 {
     fbManager              = new FrameBufferManager();
     console                = OutputWindow.Console;
     info.Selected          = null;
     pollingTimer           = new Timer(20);
     pollingTimer.AutoReset = true;
     pollingTimer.Elapsed  += new System.Timers.ElapsedEventHandler(pollingTimerElapsed);
 }
Esempio n. 3
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        // Constructors
        public Game()
            : base(640, 480, new GraphicsMode(new ColorFormat(8, 8, 8, 8), 16, 0, 8),
                   "OpenGL 3.1 Example", 0, DisplayDevice.Default, 3, 1, GraphicsContextFlags.Debug)
        {
            // Initialise fields
            WindowBorder    = WindowBorder.Fixed;
            singleSelection = new Selection();

            // Setup window view.
            float widthToHeight = ClientSize.Width / (float)ClientSize.Height;

            Shader.SetProjectionMatrix(Matrix4.CreatePerspectiveFieldOfView(0.25f, widthToHeight, 60, 120));
            Shader.SetLightPosition(new Vector3(3.0f, 4.0f, 5.0f));
            GL.Enable(EnableCap.DepthTest);
            GL.ClearColor(0.2f, 0.2f, 0.2f, 1);

            // Register a button down event.
            Mouse.ButtonDown   += new EventHandler <OpenTK.Input.MouseButtonEventArgs>(MouseButtonDown);
            Mouse.ButtonUp     += new EventHandler <OpenTK.Input.MouseButtonEventArgs>(MouseButtonUp);
            Mouse.WheelChanged += new EventHandler <MouseWheelEventArgs>(MouseWheelChanged);
            Keyboard.KeyDown   += new EventHandler <KeyboardKeyEventArgs>(KeyboardKeyDown);


            //  ------- Sandbox -------

            // Initialise objects to be drawn in the scene.
            console      = OutputWindow.Console;
            randomNumber = new Random();
            scene1       = new Scene();
            //cubeArray = new Cube[25];

            // Populate the Scene with Cubes at random locations and rotations.
            for (int i = 0; i < 25; i++)
            {
                randomVector   = new Vector3(randomNumber.Next(-5, 5), randomNumber.Next(-5, 5), randomNumber.Next(-120, -10));
                randomRotation = new Vector3(randomNumber.Next(0, 314) / 100, randomNumber.Next(0, 314) / 100, 0);
                scene1.AddActor(new Cube(randomVector, randomRotation, new Color4(0.4f, 0.5f, 0.0f, 1.0f)));
            }

            // Create references to the manager classes singletons.
            fbManager = FrameBufferManager.Instance;

            // Add introduction text
            console.DisplayHelp();
        }
Esempio n. 4
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        // Constructors
        static Cube()
        {
            sourceFile = "cube.obj";
            cubeMesh   = Mesh.CreateMesh(sourceFile, name);
            fbManager  = FrameBufferManager.Instance;

            cubeShader      = Shader.CreateShader("cube.vert", "cube.frag", name);
            selectionShader = Shader.CreateShader("select.vert", "select.frag", "select");

            GL.EnableVertexAttribArray(0);
            GL.BindAttribLocation(cubeShader.ShaderID, 0, "vertex_position");
            GL.BindAttribLocation(selectionShader.ShaderID, 0, "vertex_position");
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0);

            GL.EnableVertexAttribArray(1);
            GL.BindAttribLocation(cubeShader.ShaderID, 1, "vertex_normal");
            GL.BindAttribLocation(selectionShader.ShaderID, 1, "vertex_normal");
            GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, Vector3.SizeInBytes);

            surfaceColorLocation          = GL.GetUniformLocation(cubeShader.ShaderID, "surfaceColor");
            selectColorLocation           = GL.GetUniformLocation(selectionShader.ShaderID, "surfaceColor");
            modelviewMatrixLocation       = GL.GetUniformLocation(cubeShader.ShaderID, "modelview_matrix");
            selectModelviewMatrixLocation = GL.GetUniformLocation(selectionShader.ShaderID, "modelview_matrix");
        }
Esempio n. 5
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 // Constructors
 public Scene()
 {
     fbManager = FrameBufferManager.Instance;
     actorList = new List <ISelectable>();
 }