public override void draw(Matrix4[] matriz, ColorShaderProgram colorShaderProgram) { Matrix4[] model; model = new Matrix4[] { Matrix4.Identity }; model[0] = m[0] * matriz[0]; //base.draw(model, colorShaderProgram); bindData(colorShaderProgram); GL.UniformMatrix4(colorShaderProgram.modelView, false, ref model[0]); GL.DrawElements(BeginMode.Triangles, indicedata.Length, DrawElementsType.UnsignedInt, 0); }
public Escenario() { String vertexCode = TextResourceReader.readTextFileFromResource("../../shaders/vs.glsl"); String fragmentCode = TextResourceReader.readTextFileFromResource("../../shaders/fs.glsl"); colorShaderProgram = new ColorShaderProgram(vertexCode, fragmentCode); trasladar(-0.2f, 0.0f, 0.4f); robot = new Robot(0.2f, 0.2f, 0.5f, 0.4f, 0.2f, 0.4f, 0.3f, 0.2f, 0.7f, 0.7f, 0.2f, 0.4f, 0.3f, 0.7f, 0.2f, 0.4f); robot.trasladar(0, -1.5f, 0); robot.escalar(1.5f, 1.5f, 1.5f); addObjecto(robot, "Robot"); }
public virtual void draw(Matrix4[] matriz, ColorShaderProgram colorShaderProgram) { Matrix4[] model; model = new Matrix4[] { Matrix4.Identity }; model[0] = m[0] * matriz[0]; Objeto objeto; foreach (KeyValuePair <string, Objeto> value in l) { objeto = value.Value; objeto.draw(model, colorShaderProgram); } }
public Escenario() { lista = new List <Objeto>(); String vertexCode = TextResourceReader.readTextFileFromResource("shaders/vs.glsl"); String fragmentCode = TextResourceReader.readTextFileFromResource("shaders/fs.glsl"); colorShaderProgram = new ColorShaderProgram(vertexCode, fragmentCode); mviewdata = new Matrix4[] { Matrix4.Identity }; mesa = new Mesa(1f, 0.75f, 1f); silla = new Silla(0.5f, 1f, 0.5f); robot = new Robot(0.5f, 1f, 0.5f); lista.Add(mesa); lista.Add(silla); lista.Add(robot); }
public void bindData(ColorShaderProgram colorShaderProgram) { this.colorShaderProgram = colorShaderProgram; }
public override void draw(Matrix4[] matriz, ColorShaderProgram colorShaderProgram) { base.draw(matriz, colorShaderProgram); }
private void bindData(ColorShaderProgram colorShaderProgram) { positionIndexArray.setVertexAttribPointer(vertdata, colorShaderProgram.vPosition); colorIndexArray.setVertexAttribPointer(coldata, colorShaderProgram.vColor); }