public Renderer(StaticShader shader, WinowInfo Window) { window = Window; createProjectionMatrix(); shader.start(); shader.loadProjectionMatrix(projectionMatrix); shader.stop(); }
static void Main(string[] args) { // Initialize OpenGL Gl.Initialize(); // If the library isn't in the environment path we need to set it Glfw.ConfigureNativesDirectory("..\\..\\libs/glfw-3.2.1.bin.WIN32/lib-mingw"); // Initialize the GLFW if (!Glfw.Init()) { Environment.Exit(-1); } // Create a windowed mode window and its OpenGL context var window = Glfw.CreateWindow(width, height, "Unreal Engine 4"); if (!window) { Glfw.Terminate(); Environment.Exit(-1); } // set window icon Glfw.Image icon = Utils.getImage("..\\..\\res/logo.png"); Glfw.SetWindowIcon(window, icon); // Make the window's context current Glfw.MakeContextCurrent(window); // create shaders after creating opengl context StaticShader shader = new StaticShader(); // create loder and renderer Loader loader = new Loader(); Renderer renderer = new Renderer(shader, new WinowInfo(width, height)); // create model RawModel model = OBJLoader.loadObjModel("dragon", loader); ModelTexture texture = new ModelTexture(loader.loadTexture("..\\..\\res/purple.jpeg")); TexturedModel staticModel = new TexturedModel(model, texture); staticModel.modelTexture.shineDamper = 10; staticModel.modelTexture.reflectivity = 0.0000001f; Entity entity = new Entity(staticModel, new Vertex3f(0, 0, -25), 0, 0, 0, 2); Light light = new Light(new Vertex3f(0, 0, -20), new Vertex3f(1f, 1f, 1f)); Camera camera = new Camera(); // Loop until the user closes the window while (!Glfw.WindowShouldClose(window)) { entity.increaseRotation(0, 1, 0); // Render here camera.move(window); renderer.prepare(); shader.start(); shader.loadLight(light); shader.loadViewMatrix(camera); renderer.render(entity, shader); shader.stop(); //Swap front and back buffers Glfw.SwapBuffers(window); // Poll for and process events Glfw.PollEvents(); } // clean memory shader.cleanUP(); loader.CleanUp(); // terminate program Glfw.Terminate(); }