public static NoShadowNode Create(IBufferSource model, string position, string normal, vec3 size) { RenderMethodBuilder ambientBuilder, blinnPhongBuilder; { var vs = new VertexShader(ambientVert); var fs = new FragmentShader(ambientFrag); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); map.Add("inPosition", position); ambientBuilder = new RenderMethodBuilder(array, map); } { var vs = new VertexShader(blinnPhongVert); var fs = new FragmentShader(blinnPhongFrag); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); map.Add("inPosition", position); map.Add("inNormal", normal); blinnPhongBuilder = new RenderMethodBuilder(array, map); } var node = new NoShadowNode(model, ambientBuilder, blinnPhongBuilder); node.Initialize(); node.ModelSize = size; return(node); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(1, 0.6f, 1) * 14; 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); (new FormProperyGrid(this.scene)).Show(); { var light = new DirectionalLight(new vec3(1, 1, 1)); this.scene.Lights.Add(light); } string folder = System.Windows.Forms.Application.StartupPath; string objFilename = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "vnfHanoiTower.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 = NoShadowNode.Create(model, ObjVNF.strPosition, ObjVNF.strNormal, model.GetSize()); float max = node.ModelSize.max(); node.Scale *= 16.0f / max; this.scene.RootNode = node; (new FormProperyGrid(node)).Show(); } var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var blinnPhongAction = new BlinnPhongAction(scene); list.Add(blinnPhongAction); //var renderAction = new RenderAction(scene); //list.Add(renderAction); this.actionList = list; var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); }