private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 1.6f; 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); this.scene.ClearColor = Color.Black.ToVec4(); { var particlesNode = ParticlesNode.Create(10000); this.particleNode = particlesNode; var attractorsNode = AttractorsNode.Create(particlesNode); this.attractorsNode = attractorsNode; var cubeNode = CubeNode.Create(); cubeNode.RenderUnit.Methods[0].SwitchList.Add(new PolygonModeSwitch(PolygonMode.Line)); var groupNode = new GroupNode(particlesNode, attractorsNode);//, cubeNode); this.scene.RootNode = groupNode; } 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 AttractorsNode Create(ParticlesNode attractorsSource) { var model = new Sphere(0.1f, 10, 40); var vs = new VertexShader(vertexCode); var fs = new FragmentShader(fragmentCode); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); map.Add("inPosition", Sphere.strPosition); map.Add("inColor", Sphere.strColor); var builder = new RenderMethodBuilder(array, map); var node = new AttractorsNode(model, builder); node.attractorsSource = attractorsSource; node.Initialize(); return(node); }