コード例 #1
0
        //Main Methods
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            uModelLocation = GL.GetUniformLocation(mShader.ShaderProgramID, "uModel");

            float viewDistance = 200;

            //Resets matrix
            int     uProjectionLocation = GL.GetUniformLocation(mShader.ShaderProgramID, "uProjection");
            Matrix4 projection          = Matrix4.CreatePerspectiveFieldOfView(1, (float)ClientRectangle.Width / ClientRectangle.Height, 0.5f, viewDistance);

            GL.UniformMatrix4(uProjectionLocation, true, ref projection);

            //Renders the objects to the screen buffer
            Frame_Buffer.Unbind_Buffer();
            Render_Objects();

            GL.BindVertexArray(0);
            this.SwapBuffers();

            projection = Matrix4.CreatePerspectiveFieldOfView(1, Bottom_Portal.mWidth / Bottom_Portal.mHeight, 0.5f, viewDistance);
            GL.UniformMatrix4(uProjectionLocation, true, ref projection);

            //Renders to Texture for the portal
            RenderToTexture_Bottom_Portal();

            RenderToTexture_Top_Portal();
        }  //Draw
コード例 #2
0
        //Renders to Texture
        private void RenderToTexture_Bottom_Portal()
        {
            //Bind
            Bottom_Portal.Bind_Buffer();
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            Portal_ViewportUpdate();

            GL.Enable(EnableCap.CullFace);
            int uView = GL.GetUniformLocation(mShader.ShaderProgramID, "uView");

            Matrix4 previousView = mView;

            mView = mTopPortalView;
            GL.UniformMatrix4(uView, true, ref mView);

            camera.UpdateLightPositions();

            Material.silver.Assign_Material();
            BrickWall.MakeActive();
            //Draws Cubes
            GL.BindVertexArray(mVAO[1]);
            DrawTopBox(mBoxMatrix * mGroundModel * Level.Level0);
            DrawBox(mBoxMatrix * mGroundModel * Level.Level1);
            DrawBox(mBoxMatrix * mGroundModel * Level.Level2);
            DrawBottomBox(mBoxMatrix * mGroundModel * Level.Level3);

            //Draws the Spheres
            GL.BindVertexArray(mVAO[0]);
            foreach (Sphere s in Sphere.DrawList)
            {
                s.Draw();
            }

            //This stops the back of cylinders from not being drawn
            GL.Disable(EnableCap.CullFace);

            //Draws Cylinders
            GL.BindVertexArray(mVAO[2]);
            foreach (Cylinder c in Level.Level1_Cylinders) //LEVEL 1
            {
                Level.Draw_Cylinders(c, Level.Level1);
            }

            mView = previousView;
            GL.UniformMatrix4(uView, true, ref mView);

            //Unbind
            Frame_Buffer.Unbind_Buffer();
        }
コード例 #3
0
        private void RenderToTexture_Top_Portal()
        {
            //Bind
            Top_Portal.Bind_Buffer();
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            Portal_ViewportUpdate();

            GL.Enable(EnableCap.CullFace);
            int uView = GL.GetUniformLocation(mShader.ShaderProgramID, "uView");

            Matrix4 previousView = mView;

            mView = mBottomPortalView;
            GL.UniformMatrix4(uView, true, ref mView);

            camera.UpdateLightPositions();

            //Draws the Spheres
            GL.BindVertexArray(mVAO[0]);
            foreach (Sphere s in Sphere.DrawList)
            {
                s.Draw();
            }

            GL.BindVertexArray(mVAO[1]);
            DrawTopBox(mBoxMatrix * mGroundModel * Level.Level0);
            DrawBox(mBoxMatrix * mGroundModel * Level.Level1);
            DrawBox(mBoxMatrix * mGroundModel * Level.Level2);
            DrawBottomBox(mBoxMatrix * mGroundModel * Level.Level3);

            //SoD
            GL.BindVertexArray(mVAO[0]);
            Level.DoomSphere.Apply_MaterialValues();
            Matrix4 DoomSphereLocation = Matrix4.CreateScale(Level.DoomSphere.mRadius) * Matrix4.CreateTranslation(Level.DoomSphere.mPosition) * Level.Level3 * mGroundModel;

            GL.UniformMatrix4(uModelLocation, true, ref DoomSphereLocation);
            GL.DrawElements(BeginMode.Triangles, mSphereModel.Indices.Length, DrawElementsType.UnsignedInt, 0);

            mView = previousView;
            GL.UniformMatrix4(uView, true, ref mView);

            //Unbind
            Frame_Buffer.Unbind_Buffer();
        }
コード例 #4
0
        }  //Update

        protected override void OnLoad(EventArgs e)
        {
            //Init
            GL.ClearColor(Color4.Black);
            GL.Enable(EnableCap.DepthTest);

            Camera.Type = CameraType.Static;

            mShader = new ShaderUtility(@"ACW/Shaders/s.vert", @"ACW/Shaders/Light.frag");

            mSphereModel   = ModelUtility.LoadModel(@"Utility/Models/sphere.bin");
            mCubeModel     = ModelUtility.LoadModel(@"Utility/Models/MainCube.sjg");
            mCylinderModel = ModelUtility.LoadModel(@"Utility/Models/cylinder.bin");
            mParticleCube  = ModelUtility.LoadModel(@"Utility/Models/Particle_Cube.sjg");

            int vPositionLocation = GL.GetAttribLocation(mShader.ShaderProgramID, "vPosition");
            int vNormalLocation   = GL.GetAttribLocation(mShader.ShaderProgramID, "vNormal");
            int vTexCoords        = GL.GetAttribLocation(mShader.ShaderProgramID, "vTexCoords");

            int size;

            GL.UseProgram(mShader.ShaderProgramID);

            GL.GenVertexArrays(mVAO.Length, mVAO);
            GL.GenBuffers(mVBO.Length, mVBO);

            //Textures
            BrickWall = new Texture(@"ACW/Textures/BrickWall.jpg", TextureUnit.Texture0);

            //Frame buffers
            Bottom_Portal = new Frame_Buffer(TextureUnit.Texture2, FramebufferAttachment.ColorAttachment0);
            Top_Portal    = new Frame_Buffer(TextureUnit.Texture3, FramebufferAttachment.ColorAttachment0);

            #region Sphere
            GL.BindVertexArray(mVAO[0]);
            GL.BindBuffer(BufferTarget.ArrayBuffer, mVBO[0]);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(mSphereModel.Vertices.Length * sizeof(float)), mSphereModel.Vertices, BufferUsageHint.StaticDraw);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, mVBO[1]);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(mSphereModel.Indices.Length * sizeof(float)), mSphereModel.Indices, BufferUsageHint.StaticDraw);

            GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
            if (mSphereModel.Vertices.Length * sizeof(float) != size)
            {
                throw new ApplicationException("Vertex data not loaded onto graphics card correctly");
            }

            GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size);
            if (mSphereModel.Indices.Length * sizeof(float) != size)
            {
                throw new ApplicationException("Index data not loaded onto graphics card correctly");
            }

            GL.EnableVertexAttribArray(vPositionLocation);
            GL.VertexAttribPointer(vPositionLocation, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0);

            GL.EnableVertexAttribArray(vNormalLocation);
            GL.VertexAttribPointer(vNormalLocation, 3, VertexAttribPointerType.Float, true, 6 * sizeof(float), 3 * sizeof(float));
            #endregion

            #region Cube
            GL.BindVertexArray(mVAO[1]);
            GL.BindBuffer(BufferTarget.ArrayBuffer, mVBO[2]);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(mCubeModel.Vertices.Length * sizeof(float)), mCubeModel.Vertices, BufferUsageHint.StaticDraw);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, mVBO[3]);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(mCubeModel.Indices.Length * sizeof(float)), mCubeModel.Indices, BufferUsageHint.StaticDraw);

            GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
            if (mCubeModel.Vertices.Length * sizeof(float) != size)
            {
                throw new ApplicationException("Vertex data not loaded onto graphics card correctly");
            }

            GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size);
            if (mCubeModel.Indices.Length * sizeof(float) != size)
            {
                throw new ApplicationException("Index data not loaded onto graphics card correctly");
            }

            GL.EnableVertexAttribArray(vPositionLocation);
            GL.VertexAttribPointer(vPositionLocation, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), 0);

            GL.EnableVertexAttribArray(vNormalLocation);
            GL.VertexAttribPointer(vNormalLocation, 3, VertexAttribPointerType.Float, true, 8 * sizeof(float), 3 * sizeof(float));

            GL.EnableVertexAttribArray(vTexCoords);
            GL.VertexAttribPointer(vTexCoords, 2, VertexAttribPointerType.Float, true, 8 * sizeof(float), 6 * sizeof(float));
            #endregion

            #region Cylinder
            GL.BindVertexArray(mVAO[2]);
            GL.BindBuffer(BufferTarget.ArrayBuffer, mVBO[4]);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(mCylinderModel.Vertices.Length * sizeof(float)), mCylinderModel.Vertices, BufferUsageHint.StaticDraw);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, mVBO[5]);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(mCylinderModel.Indices.Length * sizeof(float)), mCylinderModel.Indices, BufferUsageHint.StaticDraw);

            GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size);
            if (mCylinderModel.Vertices.Length * sizeof(float) != size)
            {
                throw new ApplicationException("Vertex data not loaded onto graphics card correctly");
            }

            GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size);
            if (mCylinderModel.Indices.Length * sizeof(float) != size)
            {
                throw new ApplicationException("Index data not loaded onto graphics card correctly");
            }

            GL.EnableVertexAttribArray(vPositionLocation);
            GL.VertexAttribPointer(vPositionLocation, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0);

            GL.EnableVertexAttribArray(vNormalLocation);
            GL.VertexAttribPointer(vNormalLocation, 3, VertexAttribPointerType.Float, true, 6 * sizeof(float), 3 * sizeof(float));
            #endregion

            #region General Init
            //Checks if gravity is on
            if (gravityAcceleration.Y == 0)
            {
                gravityOn = false;
            }
            else
            {
                gravityOn = true;
            }

            int uView = GL.GetUniformLocation(mShader.ShaderProgramID, "uView");
            GL.UniformMatrix4(uView, true, ref mView);

            //Manages the projection for resizing the window
            int     uProjectionLocation = GL.GetUniformLocation(mShader.ShaderProgramID, "uProjection");
            Matrix4 projection          = Matrix4.CreatePerspectiveFieldOfView(1, (float)ClientRectangle.Width / ClientRectangle.Height, 0.5f, viewDistance);
            GL.UniformMatrix4(uProjectionLocation, true, ref projection);
            #endregion

            //---------------INIT-----------------//
            Light.Init();
            Level.Init();
            Emitter.Init();
            SpotLight.Init();

            float spawnRate = 0.01f;
            float lifetime  = 2f;
            ActiveParticleSystems.Add(new Floating_CubeSystem(mParticleCube, new Vector3(-100, -100, 100), 200, 200, 200, lifetime, spawnRate, 100, Material.white)); //1
            ActiveParticleSystems.Add(new Floating_CubeSystem(mParticleCube, new Vector3(-5, -15, 5), 10, 10, lifetime, 0.2f, 100, Material.crimson_Red));            //1
            //------------------------------------//

            GL.BindVertexArray(0);

            base.OnLoad(e);
        }