private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 0.5f; 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); this.scene = new Scene(camera) ; { string folder = System.Windows.Forms.Application.StartupPath; string objFilename = System.IO.Path.Combine(folder, "quad2.obj_"); var parser = new ObjVNFParser(true); ObjVNFResult result = parser.Parse(objFilename); if (result.Error != null) { MessageBox.Show(result.Error.ToString()); } else { var model = new ObjVNF(result.Mesh); var node = BasicTessellationNode.Create(model); float max = node.ModelSize.max(); node.Scale *= 16.0f / max; node.WorldPosition = new vec3(0, 0, 0); this.scene.RootElement = node; this.propGrid.SelectedObject = node; } } var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); }
public static BasicTessellationNode Create(ObjVNF model) { var vs = new VertexShader(renderVert, "Position_VS_in", "TexCoord_VS_in", "Normal_VS_in"); var tc = new TessControlShader(renderTesc); var te = new TessEvaluationShader(renderTese); var fs = new FragmentShader(renderFrag); var provider = new ShaderArray(vs, tc, te, fs); var map = new AttributeMap(); map.Add("Position_VS_in", ObjVNF.strPosition); map.Add("TexCoord_VS_in", ObjVNF.strTexCoord); map.Add("Normal_VS_in", ObjVNF.strNormal); var builder = new RenderMethodBuilder(provider, map); var node = new BasicTessellationNode(model, builder); node.ModelSize = model.GetSize(); node.Initialize(); return(node); }