public Texture2D GetBumpTexture()
        {
            if (!bumpTextureInitialized)
            {
                lock (synObj)
                {
                    if (!bumpTextureInitialized)
                    {
                        if (!string.IsNullOrEmpty(this.BumpFilename))
                        {
                            var texture = new Texture2D();
                            var bitmap = new System.Drawing.Bitmap(this.BumpFilename);
                            texture.Initialize(bitmap);
                            this.BumpTexture = texture;
                        }

                        bumpTextureInitialized = true;
                    }
                }
            }

            return this.BumpTexture;
        }
예제 #2
0
        protected override void DoInitialize()
        {
            skybox_prog = GL.CreateProgram();
            ShaderHelper.vglAttachShaderSource(skybox_prog, ShaderType.VertexShader, skybox_shader_vs);
            ShaderHelper.vglAttachShaderSource(skybox_prog, ShaderType.FragmentShader, skybox_shader_fs);
            GL.LinkProgram(skybox_prog);

            object_prog = GL.CreateProgram();
            ShaderHelper.vglAttachShaderSource(object_prog, ShaderType.VertexShader, object_shader_vs);
            ShaderHelper.vglAttachShaderSource(object_prog, ShaderType.FragmentShader, object_shader_fs);
            GL.LinkProgram(object_prog);

            GL.GenBuffers(1, cube_vbo);
            GL.BindBuffer(BufferTarget.ArrayBuffer, cube_vbo[0]);
            var cube_vertices = new UnmanagedArray<vec3>(8);
            cube_vertices[0] = new vec3(-1.0f, -1.0f, -1.0f);
            cube_vertices[1] = new vec3(-1.0f, -1.0f, 1.0f);
            cube_vertices[2] = new vec3(-1.0f, 1.0f, -1.0f);
            cube_vertices[3] = new vec3(-1.0f, 1.0f, 1.0f);
            cube_vertices[4] = new vec3(1.0f, -1.0f, -1.0f);
            cube_vertices[5] = new vec3(1.0f, -1.0f, 1.0f);
            cube_vertices[6] = new vec3(1.0f, 1.0f, -1.0f);
            cube_vertices[7] = new vec3(1.0f, 1.0f, 1.0f);
            GL.BufferData(BufferTarget.ArrayBuffer, cube_vertices, BufferUsage.StaticDraw);
            cube_vertices.Dispose();

            GL.GenVertexArrays(1, vao);
            GL.BindVertexArray(vao[0]);
            GL.VertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, IntPtr.Zero);
            GL.EnableVertexAttribArray(0);

            GL.GenBuffers(1, cube_element_buffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, cube_element_buffer[0]);
            GL.BufferData(BufferTarget.ElementArrayBuffer, cube_vertices, BufferUsage.StaticDraw);

            skybox_rotate_loc = GL.GetUniformLocation(skybox_prog, "tc_rotate");
            object_mat_mvp_loc = GL.GetUniformLocation(object_prog, "mat_mvp");
            object_mat_mv_loc = GL.GetUniformLocation(object_prog, "mat_mv");
            skyboxTexLocation = GL.GetUniformLocation(skybox_prog, "tex");
            objectTexLocation = GL.GetUniformLocation(object_prog, "tex");

            var cube_indices = new UnmanagedArray<ushort>(16);
            // First strip
            cube_indices[0] = 0;
            cube_indices[1] = 1;
            cube_indices[2] = 2;
            cube_indices[3] = 3;
            cube_indices[4] = 6;
            cube_indices[5] = 7;
            cube_indices[6] = 4;
            cube_indices[7] = 5;
            // Second strip
            cube_indices[8] = 2;
            cube_indices[9] = 6;
            cube_indices[10] = 0;
            cube_indices[11] = 4;
            cube_indices[12] = 1;
            cube_indices[13] = 5;
            cube_indices[14] = 3;
            cube_indices[15] = 7;

            tex = new Texture2D();
            //System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(@"media\TantolundenCube.dds");
            System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(@"media\TantolundenCube.png");
            tex.Initialize(bmp);

            vboObject.LoadFromVBM(@"media\unit_torus.vbm", 0, 1, 2);
        }