예제 #1
0
        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);
        }
예제 #2
0
        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);
        }