コード例 #1
0
ファイル: MainForm.cs プロジェクト: cz2eagle/Desco
        private void renderControl1_Load(object sender, EventArgs e)
        {
            eye             = new Vector3(0.0f, 0.0f, 15.0f);
            target          = new Vector3(0.0f, 0.0f, 0.0f);
            scale           = 0.1f;
            modelviewMatrix = Matrix4.CreateScale(scale) * Matrix4.LookAt(eye, target, Vector3.UnitY);

            camera = new Camera();
            shader = new Shader(
                File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\VertexShader.glsl")),
                File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\FragmentShader.glsl")));
            font = new Cobalt.Font("DejaVu Sans");

            string[] args = Environment.GetCommandLineArgs();
            if (args.Length > 1)
            {
                LoadFile(args[1]);
            }

            lastKbd   = OpenTK.Input.Keyboard.GetState();
            wireframe = false;
            culling   = false;

            shader.SetUniform("texture", (int)0);

            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.CullFace);

            // "E:\[SSD User Data]\Downloads\disg-BLUS30727\map00107\map00107.obf"
            // "E:\[SSD User Data]\Downloads\disg-BLUS30727\map30001\map30001.obf"

            // "E:\[SSD User Data]\Downloads\disg-BLUS30727\BLUS30727\PS3_GAME\USRDIR\Data\MAP (converted)\mp001\map00101.pac"
            // "E:\[SSD User Data]\Downloads\disg-BLUS30727\BLUS30727\PS3_GAME\USRDIR\Data\MAP (converted)\mp300\map30001.pac"
        }
コード例 #2
0
        private void renderControl_Load(object sender, EventArgs e)
        {
            eye             = new Vector3(0.0f, 0.0f, 15.0f);
            target          = new Vector3(0.0f, 0.0f, 0.0f);
            scale           = 1.0f;
            modelviewMatrix = Matrix4.CreateScale(scale) * Matrix4.LookAt(eye, target, Vector3.UnitY);

            camera = new Camera();
            shader = new Shader(
                File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\VertexShader.glsl")),
                File.ReadAllText(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"Assets\\FragmentShader.glsl")));
            font = new Cobalt.Font("DejaVu Sans");

            lastKbd   = OpenTK.Input.Keyboard.GetState();
            wireframe = false;
            culling   = true;
            lighting  = true;

            takeScreenshot = false;

            if (shader != null)
            {
                shader.SetUniformName(ShaderCommonUniform.ProjectionMatrix, projectionMatrixName);
                shader.SetUniformName(ShaderCommonUniform.ModelViewMatrix, modelviewMatrixName);

                shader.SetUniformName(ShaderCommonUniform.MaterialTexture, materialTextureName);
                shader.SetUniformName(ShaderCommonUniform.MaterialAmbientColor, materialAmbientName);
                shader.SetUniformName(ShaderCommonUniform.MaterialDiffuseColor, materialDiffuseName);
                shader.SetUniformName(ShaderCommonUniform.MaterialSpecularColor, materialSpecularName);

                shader.SetUniform(ShaderCommonUniform.MaterialTexture, (int)0);
                shader.SetUniform(sunLightColorName, new Vector3(1.0f, 1.0f, 1.0f));
                shader.SetUniform(ambientIntensityName, 0.5f);
            }

            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.CullFace);

            sunAngle = 45.0f;

            StartupDebugShortcuts();
        }