Esempio n. 1
0
        private static void RenderInstance(ModelInstance inst)
        {
            ModelAsset asset   = inst.Asset;
            Program    shaders = asset.Shaders;

            // bind the shaders
            shaders.Use();

            // set the shader uniforms
            Matrix m = _gCamera.CombinedMatrix;

            shaders.SetUniform("camera", ref m);
            shaders.SetUniform("model", ref inst.Transform);
            shaders.SetUniform("tex", 0); // set to 0 because the texture will be bound to GL_TEXTURE0
            shaders.SetUniform("light.position", _gLight.Position);
            shaders.SetUniform("light.intensities", _gLight.Intensities);

            //bind the texture
            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, asset.Texture.GLObject);

            // bind VAO and draw
            GL.BindVertexArray(asset.Vao);
            GL.DrawArrays(asset.DrawType, asset.DrawStart, asset.DrawCount);

            // unbind everything
            GL.BindVertexArray(0);
            GL.BindTexture(TextureTarget.Texture2D, 0);
            shaders.StopUsing();
        }
Esempio n. 2
0
        // initialises the _gWoodenCrate global
        private static void LoadWoodenCrateAsset()
        {
            // set all the elements of gWoodenCrate
            _gWoodenCrate = new ModelAsset();
            _gWoodenCrate.Shaders = LoadShaders("vertex-shader.glsl", "fragment-shader.glsl");
            _gWoodenCrate.DrawType = BeginMode.Triangles;
            _gWoodenCrate.DrawStart = 0;
            _gWoodenCrate.DrawCount = 6 * 2 * 3;
            _gWoodenCrate.Texture = LoadTexture("wooden-crate.png");
            _gWoodenCrate.Shininess = 80.0f;
            _gWoodenCrate.SpecularColor = new Vector3(1.0f, 1.0f, 1.0f);
            GL.GenBuffers(1, out _gWoodenCrate.Vbo);
            GL.GenVertexArrays(1, out _gWoodenCrate.Vao);

            // bind the VAO
            GL.BindVertexArray(_gWoodenCrate.Vao);

            // bind the VBO
            GL.BindBuffer(BufferTarget.ArrayBuffer, _gWoodenCrate.Vbo);

            // Make a cube out of triangles (two triangles per side)
            float[] vertexData = new float[] {
                //  X     Y     Z       U     V          Normal
                // bottom
                -1.0f,-1.0f,-1.0f,   0.0f, 0.0f,   0.0f, -1.0f, 0.0f,
                 1.0f,-1.0f,-1.0f,   1.0f, 0.0f,   0.0f, -1.0f, 0.0f,
                -1.0f,-1.0f, 1.0f,   0.0f, 1.0f,   0.0f, -1.0f, 0.0f,
                 1.0f,-1.0f,-1.0f,   1.0f, 0.0f,   0.0f, -1.0f, 0.0f,
                 1.0f,-1.0f, 1.0f,   1.0f, 1.0f,   0.0f, -1.0f, 0.0f,
                -1.0f,-1.0f, 1.0f,   0.0f, 1.0f,   0.0f, -1.0f, 0.0f,

                // top
                -1.0f, 1.0f,-1.0f,   0.0f, 0.0f,   0.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f,   0.0f, 1.0f,   0.0f, 1.0f, 0.0f,
                 1.0f, 1.0f,-1.0f,   1.0f, 0.0f,   0.0f, 1.0f, 0.0f,
                 1.0f, 1.0f,-1.0f,   1.0f, 0.0f,   0.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f,   0.0f, 1.0f,   0.0f, 1.0f, 0.0f,
                 1.0f, 1.0f, 1.0f,   1.0f, 1.0f,   0.0f, 1.0f, 0.0f,

                // front
                -1.0f,-1.0f, 1.0f,   1.0f, 0.0f,   0.0f, 0.0f, 1.0f,
                 1.0f,-1.0f, 1.0f,   0.0f, 0.0f,   0.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f,   1.0f, 1.0f,   0.0f, 0.0f, 1.0f,
                 1.0f,-1.0f, 1.0f,   0.0f, 0.0f,   0.0f, 0.0f, 1.0f,
                 1.0f, 1.0f, 1.0f,   0.0f, 1.0f,   0.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f,   1.0f, 1.0f,   0.0f, 0.0f, 1.0f,

                // back
                -1.0f,-1.0f,-1.0f,   0.0f, 0.0f,   0.0f, 0.0f, -1.0f,
                -1.0f, 1.0f,-1.0f,   0.0f, 1.0f,   0.0f, 0.0f, -1.0f,
                 1.0f,-1.0f,-1.0f,   1.0f, 0.0f,   0.0f, 0.0f, -1.0f,
                 1.0f,-1.0f,-1.0f,   1.0f, 0.0f,   0.0f, 0.0f, -1.0f,
                -1.0f, 1.0f,-1.0f,   0.0f, 1.0f,   0.0f, 0.0f, -1.0f,
                 1.0f, 1.0f,-1.0f,   1.0f, 1.0f,   0.0f, 0.0f, -1.0f,

                // left
                -1.0f,-1.0f, 1.0f,   0.0f, 1.0f,   -1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f,-1.0f,   1.0f, 0.0f,   -1.0f, 0.0f, 0.0f,
                -1.0f,-1.0f,-1.0f,   0.0f, 0.0f,   -1.0f, 0.0f, 0.0f,
                -1.0f,-1.0f, 1.0f,   0.0f, 1.0f,   -1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f, 1.0f,   1.0f, 1.0f,   -1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f,-1.0f,   1.0f, 0.0f,   -1.0f, 0.0f, 0.0f,

                // right
                 1.0f,-1.0f, 1.0f,   1.0f, 1.0f,   1.0f, 0.0f, 0.0f,
                 1.0f,-1.0f,-1.0f,   1.0f, 0.0f,   1.0f, 0.0f, 0.0f,
                 1.0f, 1.0f,-1.0f,   0.0f, 0.0f,   1.0f, 0.0f, 0.0f,
                 1.0f,-1.0f, 1.0f,   1.0f, 1.0f,   1.0f, 0.0f, 0.0f,
                 1.0f, 1.0f,-1.0f,   0.0f, 0.0f,   1.0f, 0.0f, 0.0f,
                 1.0f, 1.0f, 1.0f,   0.0f, 1.0f,   1.0f, 0.0f, 0.0f
            };
            GL.BufferData<float>(BufferTarget.ArrayBuffer, new IntPtr(vertexData.Length * sizeof(float)), vertexData, BufferUsageHint.StaticDraw);

            // connect the xyz to the "vert" attribute of the vertex shader
            GL.EnableVertexAttribArray(_gWoodenCrate.Shaders.Attrib("vert"));
            GL.VertexAttribPointer(_gWoodenCrate.Shaders.Attrib("vert"), 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), 0);

            // connect the uv coords to the "vertTexCoord" attribute of the vertex shader
            GL.EnableVertexAttribArray(_gWoodenCrate.Shaders.Attrib("vertTexCoord"));
            GL.VertexAttribPointer(_gWoodenCrate.Shaders.Attrib("vertTexCoord"), 2, VertexAttribPointerType.Float, true, 8 * sizeof(float), 3 * sizeof(float));

            // connect the normal to the "vertNormal" attribute of the vertex shader
            GL.EnableVertexAttribArray(_gWoodenCrate.Shaders.Attrib("vertNormal"));
            GL.VertexAttribPointer(_gWoodenCrate.Shaders.Attrib("vertNormal"), 3, VertexAttribPointerType.Float, true, 8 * sizeof(float), 5 * sizeof(float));

            // unbind the VAO
            GL.BindVertexArray(0);
        }
Esempio n. 3
0
        // initialises the _gWoodenCrate global
        private static void LoadWoodenCrateAsset()
        {
            // set all the elements of gWoodenCrate
            _gWoodenCrate           = new ModelAsset();
            _gWoodenCrate.Shaders   = LoadShaders("vertex-shader.glsl", "fragment-shader.glsl");
            _gWoodenCrate.DrawType  = BeginMode.Triangles;
            _gWoodenCrate.DrawStart = 0;
            _gWoodenCrate.DrawCount = 6 * 2 * 3;
            _gWoodenCrate.Texture   = LoadTexture("wooden-crate.png");
            GL.GenBuffers(1, out _gWoodenCrate.Vbo);
            GL.GenVertexArrays(1, out _gWoodenCrate.Vao);

            // bind the VAO
            GL.BindVertexArray(_gWoodenCrate.Vao);

            // bind the VBO
            GL.BindBuffer(BufferTarget.ArrayBuffer, _gWoodenCrate.Vbo);

            // Make a cube out of triangles (two triangles per side)
            float[] vertexData = new float[] {
                //  X     Y     Z       U     V          Normal
                // bottom
                -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
                -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
                -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,

                // top
                -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,

                // front
                -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
                1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
                1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,

                // back
                -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
                -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,
                -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,
                1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f,

                // left
                -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
                -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
                -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
                -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,

                // right
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
                1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f
            };
            GL.BufferData <float>(BufferTarget.ArrayBuffer, new IntPtr(vertexData.Length * sizeof(float)), vertexData, BufferUsageHint.StaticDraw);

            // connect the xyz to the "vert" attribute of the vertex shader
            GL.EnableVertexAttribArray(_gWoodenCrate.Shaders.Attrib("vert"));
            GL.VertexAttribPointer(_gWoodenCrate.Shaders.Attrib("vert"), 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), 0);

            // connect the uv coords to the "vertTexCoord" attribute of the vertex shader
            GL.EnableVertexAttribArray(_gWoodenCrate.Shaders.Attrib("vertTexCoord"));
            GL.VertexAttribPointer(_gWoodenCrate.Shaders.Attrib("vertTexCoord"), 2, VertexAttribPointerType.Float, true, 8 * sizeof(float), 3 * sizeof(float));

            // connect the normal to the "vertNormal" attribute of the vertex shader
            GL.EnableVertexAttribArray(_gWoodenCrate.Shaders.Attrib("vertNormal"));
            GL.VertexAttribPointer(_gWoodenCrate.Shaders.Attrib("vertNormal"), 3, VertexAttribPointerType.Float, true, 8 * sizeof(float), 5 * sizeof(float));

            // unbind the VAO
            GL.BindVertexArray(0);
        }