Esempio n. 1
0
        public void ReSendObject(SObject obj)
        {
            SCamera cCam    = obj as SCamera;
            SSphere cSphere = obj as SSphere;
            SLight  cLight  = obj as SLight;
            ICuttableToTriangles cICuttableToTriangles = obj as ICuttableToTriangles;

            if (cCam != null)
            {
                cCam.SendToShader(basicProgramID, "uCamera");
            }
            else if (cSphere != null)
            {
                int id = spheres.FindIndex(x => x == cSphere);
                cSphere.SendToShader(basicProgramID, "spheres[" + id + "]");
            }
            else if (cLight != null)
            {
                int id = lights.FindIndex(x => x == cLight);
                cLight.SendToShader(basicProgramID, "spheres[" + id + "]");
            }
            else if (cICuttableToTriangles != null)
            {
                List <STriangle> trigs = cICuttableToTriangles.GetTriangles();
                for (int i = 0; i < trigs.Count; i++)
                {
                    int id = triangles.FindIndex(x => x == trigs[i]);
                    trigs[i].SendToShader(basicProgramID, "triangles[" + id + "]");
                }
            }
        }
Esempio n. 2
0
        public void InitShaders()
        {
            int basicVertexShader;
            int basicFragmentShader;

            basicProgramID = GL.CreateProgram();
            LoadShader("../../raytracing.vert", ShaderType.VertexShader, basicProgramID, out basicVertexShader);
            LoadShader("../../raytracing.frag", ShaderType.FragmentShader, basicProgramID, out basicFragmentShader);

            GL.BindAttribLocation(basicProgramID, 1, "scale");

            GL.LinkProgram(basicProgramID);
            int status = 0;

            GL.GetProgram(basicProgramID, GetProgramParameterName.LinkStatus, out status);
            Console.WriteLine(GL.GetProgramInfoLog(basicProgramID));



            int attrLoc = GL.GetAttribLocation(basicProgramID, "scale");

            if (attrLoc != -1)
            {
                GL.VertexAttrib1(attrLoc, 1f);
            }



            //INIT
            Vector3 camright, camup, camforward;

            SObject.GetLocalVectors(cam.rotation, out camright, out camup, out camforward);

            Matrix4 viewMat = Matrix4.LookAt(cam.position, camforward, camup);

            GL.MatrixMode(MatrixMode.Modelview);

            GL.LoadMatrix(ref viewMat);

            int vbo_position;

            GL.GenBuffers(1, out vbo_position);
            GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
            GL.BufferData <Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(vertdata.Length *
                                                                       Vector3.SizeInBytes), vertdata, BufferUsageHint.StaticDraw);
            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);


            GL.UseProgram(basicProgramID);

            cam.SendToShader(basicProgramID, "uCamera");
            SendListToShader(materials.Select(x => (ISendableToShader)x).ToList(), basicProgramID, "materials");
            SendListToShader(spheres.Select(x => (ISendableToShader)x).ToList(), basicProgramID, "spheres");
            SendListToShader(triangles.Select(x => (ISendableToShader)x).ToList(), basicProgramID, "triangles");
            SendListToShader(lights.Select(x => (ISendableToShader)x).ToList(), basicProgramID, "lights");

            int uniformLoc = GL.GetUniformLocation(basicProgramID, "maxDepth");

            if (uniformLoc != -1)
            {
                GL.Uniform1(uniformLoc, maxDepth);
            }

            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);

            GL.EnableClientState(ArrayCap.VertexArray);
            GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
            GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, 0);
        }