Esempio n. 1
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 public Model(int triangles, VertexArray mesh)
     : base()
 {
     this.mesh = mesh;
     this.triangles = triangles;
     this.shader = ShaderLibrary.Get("basic");
 }
Esempio n. 2
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        public Axis(Shader shader)
            : base()
        {
            this.shader = shader;
            this.geometry = new VertexArray(PrimitiveType.Lines);

            geometry.CreateBuffer("vertex").BufferData<Byte3>(ref vertexData);
            geometry.CreateBuffer("colors").BufferData<byte>(ref colorData);

            geometry.AddPointer("vertex", new VertexAttribute(shader, "vPosition", VertexAttribPointerType.UnsignedByte, 3, 0, false));
            geometry.AddPointer("colors", new VertexAttribute(shader, "vColor", VertexAttribPointerType.UnsignedByte, 4, 0, true));
        }
Esempio n. 3
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        public Model Assemble()
        {
            if (vertexNormals.Count == 0)
                calculateNormals();

            Vector3[] vertexData = verticies.ToArray();
            Vector3[] normals = vertexNormals.ToArray();
            Byte3[] colors = new Byte3[vertexData.Length];
            ushort[] indices = new ushort[faces.Count * 3];

            Byte3 color = new Byte3(45, 35, 200);
            for(int i = 0; i < colors.Length; i++)
                colors[i] = color;

            int j = 0;
            foreach(UInt3 f in faces) {
                indices[j++] = (ushort)(f.Z - 1);
                indices[j++] = (ushort)(f.Y - 1);
                indices[j++] = (ushort)(f.X - 1);
            }

            VertexArray mesh = new VertexArray();
            mesh.CreateBuffer("vertex").BufferData<Vector3>(ref vertexData);
            mesh.CreateBuffer("normal").BufferData<Vector3>(ref normals);
            mesh.CreateBuffer("colors").BufferData<Byte3>(ref colors);
            mesh.CreateBuffer("index", BufferTarget.ElementArrayBuffer).BufferData<ushort>(ref indices);

            Model model = new Model(faces.Count, mesh);

            mesh.AddPointer("vertex",
                new VertexAttribute(model.Shader, "vPosition", VertexAttribPointerType.Float, 3, 0, false));
            mesh.AddPointer("colors",
                new VertexAttribute(model.Shader, "vColor", VertexAttribPointerType.UnsignedByte, 3, 0, true));
            mesh.AddPointer("normal",
                new VertexAttribute(model.Shader, "vNormal", VertexAttribPointerType.Float, 3, 0, false));

            return model;
        }
Esempio n. 4
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        public Voxel(Shader shader)
            : base()
        {
            this.shader = shader;
            geometry = new VertexArray(PrimitiveType.Triangles);
            vertex = geometry.CreateBuffer("vertex", BufferTarget.ArrayBuffer);
            colors = geometry.CreateBuffer("colors", BufferTarget.ArrayBuffer);
            normal = geometry.CreateBuffer("normal", BufferTarget.ArrayBuffer);

            Byte3[] colorData =  ColorData(new Byte3(255, 0, 0), new Byte3(0, 255, 255),
                                           new Byte3(0, 255, 0), new Byte3(255, 0, 255),
                                           new Byte3(0, 0, 255), new Byte3(255, 255, 0));
            vertex.BufferData<Byte3>(ref vertexData);
            colors.BufferData<Byte3>(ref colorData);
            normal.BufferData<SByte3>(ref normalData);

            geometry.AddPointer("vertex", new VertexAttribute(this.shader, "vPosition", VertexAttribPointerType.UnsignedByte, 3, 0, false));
            geometry.AddPointer("colors", new VertexAttribute(this.shader, "vColor", VertexAttribPointerType.UnsignedByte, 3, 0, true));
            geometry.AddPointer("normal", new VertexAttribute(this.shader, "vNormal", VertexAttribPointerType.Byte, 3, 0, true));
        }