Esempio n. 1
0
        private void FormMain_Load(object sender, EventArgs e)
        {
            var     position = new vec3(5, 3, 4) * 0.3f;
            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);
            Texture texture  = GetTexture();

            this.cubeNode = CubeNode.Create(texture);
            var scene = new Scene(camera);

            scene.RootNode = cubeNode;
            this.scene     = scene;

            var list            = new ActionList();
            var transformAction = new TransformAction(scene.RootNode);

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

            list.Add(renderAction);
            this.actionList = list;

            //// uncomment these lines to enable manipualter of camera!
            //var manipulater = new FirstPerspectiveManipulater();
            //manipulater.BindingMouseButtons = System.Windows.Forms.MouseButtons.Right;
            //manipulater.Bind(camera, this.winGLCanvas1);
        }
Esempio n. 2
0
        public static CubeNode Create(Texture texture)
        {
            // vertex buffer and index buffer.
            var model = new CubeModel();
            // vertex shader and fragment shader.
            var vs    = new VertexShader(vertexCode);
            var fs    = new FragmentShader(fragmnetCode);
            var array = new ShaderArray(vs, fs);
            // which vertex buffer maps to which attribute in shader.
            var map = new AttributeMap();

            map.Add("inPosition", CubeModel.strPosition);
            // build a render method.
            var builder = new RenderMethodBuilder(array, map);
            // create node.
            var node = new CubeNode(model, builder);

            node.SetTexture(texture);
            // initialize node.
            node.Initialize();

            return(node);
        }