private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 0.5f; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); this.mainNode = TrianglePatchNode.Create(); var scene = new Scene(camera); scene.RootNode = mainNode; this.scene = scene; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; //// uncomment these lines to enable manipualter of camera! //var manipulater = new FirstPerspectiveManipulater(); //manipulater.BindingMouseButtons = System.Windows.Forms.MouseButtons.Right; //manipulater.Bind(camera, this.winGLCanvas1); }
public static TrianglePatchNode Create() { // model provides vertex buffer and index buffer(within an IDrawCommand). var model = new TrianglePatchModel(); // vertex shader and fragment shader. var vs = new VertexShader(vertexCode); var tc = new TessControlShader(tessellationControlCode); var te = new TessEvaluationShader(tessellationEvaluationCode); var fs = new FragmentShader(fragmentCode); var array = new ShaderArray(vs, tc, te, fs); // which vertex buffer maps to which attribute in shader. var map = new AttributeMap(); // help to build a render method. var builder = new RenderMethodBuilder(array, map, new PolygonModeSwitch(PolygonMode.Line)); // create node. var node = new TrianglePatchNode(model, builder); // initialize node. node.Initialize(); return(node); }