private void openGLControl1_Load(object sender, EventArgs e) { program = new ProgramObject( new VertexShader(Shaders.VERTEX_SHADER_TEXTURE), new FragmentShader(Shaders.FRAGMENT_SHADER_ILLUMINATION)); cylinder = new Cylinder(1, 4, 100, new Vector4(), program); cylinder.transformation = Matrix4.CreateTranslation(0, 0, -2); Light light = new Light(new Spherical(5, MathHelper.PiOver2, 0)); foot = new Foot(2f, 20, program); foot.colored = false; foot.light = light; cover = new Cover(0.25f, 1, program); cover.noise_texture = true; cover.colored = false; cover.light = light; foot.transformation = Matrix4.CreateTranslation(0, 0, -1); cover.transformation = Matrix4.CreateTranslation(0, 0, -1); LoadImageTexture.LoadTexture(@"..\..\texture.jpg"); openGLControl1.objects.Add(foot); openGLControl1.objects.Add(cover); openGLControl1.light = light; openGLControl1.load(); }
private void OpenGLcontrol_load(object sender, EventArgs e) { ProgramObject program = new ProgramObject( new VertexShader(Shaders.VERTEX_TRANSFORMATION_SHADER), new FragmentShader(Shaders.DEFAULT_FRAGMENT_SHADER)); Foot foot = new Foot(2f, 20, program); Cover cover = new Cover(0.5f, 1, program); openGLControl1.objects.Add(foot); openGLControl1.objects.Add(cover); foot.transformation = Matrix4.CreateTranslation(0, 0,-1); cover.transformation = Matrix4.CreateTranslation(0, 0, -1); foot.wire_mode = true; cover.wire_mode = true; openGLControl1.load(); }
private void openGLControl1_Load(object sender, EventArgs e) { ProgramObject program = new ProgramObject( new VertexShader(Shaders.VERTEX_SHADER_TEXTURE), new FragmentShader(Shaders.FRAGMENT_SHADER_ILLUMINATION)); // Constants int num = 10; float radius = 1.0f; float height = radius * 4f; cylinder = new Cylinder(radius, height, num, new Vector4(0, 1f, 0, 1f), program); //cylinder.colored = false; cover = new Cover(0.5f,10f,20f,0.5f, 5, program); cover.colored = false; foot = new Foot(2f, 20, program); foot.colored = true; /*** 3D AXES ***/ /* X */ cone_x = new Cone(0.1f, 0.2f, 10, new Vector4(1, 0, 0, 1f), program); cone_x.transformation = Matrix4.CreateRotationY((float)Math.PI / 2); cone_x.transformation *= Matrix4.CreateTranslation(1f, 0f, 0f); x_axis = new Cylinder(0.05f, 1f, 10,new Vector4(1, 0, 0, 1f), program); x_axis.transformation = Matrix4.CreateRotationY((float)Math.PI / 2); /* Y */ cone_y = new Cone(0.1f, 0.2f, 10, new Vector4(0, 1f, 0, 1f), program); cone_y.transformation = Matrix4.CreateRotationX((float)-Math.PI / 2); cone_y.transformation *= Matrix4.CreateTranslation(0f, 1f, 0f); y_axis = new Cylinder(0.05f, 1f, 10, new Vector4(0, 1f, 0, 1f), program); y_axis.transformation = Matrix4.CreateRotationX((float)-Math.PI / 2); /* Z */ cone_z = new Cone(0.1f, 0.2f, 10, new Vector4(0, 0, 1f, 1f), program); cone_z.transformation = Matrix4.CreateTranslation(0f, 0f, 1f); z_axis = new Cylinder(0.05f, 1f, 10, new Vector4(0, 0, 1f, 1f), program); /**************/ floor = new Cylinder(100f, 0.1f, 4,new Vector4(0.5f, 0.5f, 0.5f, 1f), program); // Load texture Utilities.LoadImageTexture.LoadTexture(@"..\..\texture.jpg"); // Add the objects to the selector objectSelector1.AddObject(cone_x); objectSelector1.AddObject(cone_y); objectSelector1.AddObject(cone_z); objectSelector1.AddObject(x_axis); objectSelector1.AddObject(y_axis); objectSelector1.AddObject(z_axis); objectSelector1.AddObject(foot); objectSelector1.AddObject(cover); objectSelector1.AddObject(cylinder); objectSelector1.AddObject(floor); objectSelector1.open_gl_control = openGLControl1; objectSelector1.SelectedIndices.Add(6); objectSelector1.SelectedIndices.Add(7); objectSelector1.SelectedIndices.Add(9); openGLControl1.load(); }
private void openGLControl1_Load(object sender, EventArgs e) { program = new ProgramObject( new VertexShader(Shaders.VERTEX_SHADER_TEXTURE), new FragmentShader(Shaders.FRAGMENT_SHADER_TEXTURE)); cylinder = new Cylinder(1, 4, 100, new Vector4(), program); cylinder.transformation = Matrix4.CreateTranslation(0, 0, -2); foot = new Foot(2f, 20, program); cover = new Cover(0.25f, 1, program); foot.transformation = Matrix4.CreateTranslation(0, 0, -1); cover.transformation = Matrix4.CreateTranslation(0, 0, -1); LoadImageTexture.LoadTexture(@"..\..\texture.jpg"); openGLControl1.objects.Add(foot); openGLControl1.objects.Add(cover); openGLControl1.load(); }