Exemplo n.º 1
0
        private void Window_Load(object sender, EventArgs e)
        {
            GL.ClearColor(Color.FromArgb(0, 0, 0, 0));
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.Texture2D);

            player = new Player(100f);

            shaderProgram = new ShaderProgram();
            shaderProgram.CreateVertexShader(Utils.LoadShaderCode("vertex.glsl"));
            shaderProgram.CreateFragmentShader(Utils.LoadShaderCode("fragment.glsl"));
            shaderProgram.Link();
            shaderProgram.CreateUniform("viewMatrix");
            shaderProgram.CreateUniform("worldMatrix");
            shaderProgram.CreateUniform("projectionMatrix");
            shaderProgram.CreateUniform("lightViewMatrix");
            shaderProgram.CreateUniform("lightProjectionMatrix");
            shaderProgram.CreateUniform("viewPos");
            shaderProgram.CreateUniform("light.color");
            shaderProgram.CreateUniform("light.direction");
            shaderProgram.CreateUniform("light.ambientStrength");
            shaderProgram.CreateUniform("light.position");
            shaderProgram.CreateUniform("material.color");
            shaderProgram.CreateUniform("material.specularStrength");
            shaderProgram.CreateUniform("material.shininess");
            shaderProgram.CreateUniform("shadowMap");

            depthFbo           = new ShadowMapFbo(shadowMapWidth, shadowMapHeight);
            depthShaderProgram = new ShaderProgram();
            depthShaderProgram.CreateVertexShader(Utils.LoadShaderCode("depth_shadowmap_vertex.glsl"));
            depthShaderProgram.CreateFragmentShader(Utils.LoadShaderCode("depth_shadowmap_fragment.glsl"));
            depthShaderProgram.Link();
            depthShaderProgram.CreateUniform("lightViewMatrix");
            depthShaderProgram.CreateUniform("lightProjectionMatrix");
            depthShaderProgram.CreateUniform("worldMatrix");

            light = new Light();
            light.SetDirection(new Vector3(-1f, -1f, -1f));
            light.SetPosition(new Vector3(ncRooms / 2f * (rmWidth + gap), rmHeight + 2 * player.GetRadius() + lightHeightOffset, nrRooms / 2f * (rmWidth + gap)));
            light.InitiateBeam(100000f);

            player.SetPosition(light.GetPosition() - 1.2f * light.GetRadius() * Vector3.One);

            ico = new IcoSphere(100f, 5);
            ico.SetPosition(light.GetPosition() + 1000 * light.GetDirection());

            stack = new Stack <int>();
            rooms = new Room[nrRooms * ncRooms];

            for (var i = 0; i < nrRooms; ++i)
            {
                for (var j = 0; j < ncRooms; ++j)
                {
                    var offset = new Vector3(j * (rmWidth + gap), 0.0f, i * (rmWidth + gap));
                    rooms[GetFlatteredIndex(i, j)] = new Room(offset, rmWidth, rmHeight);
                }
            }

            plane = new Quad(Vector3.Zero, ncRooms * (rmWidth + gap), nrRooms * (rmWidth + gap), Vector3.UnitZ, Vector4.One);
            plane.UpdateRotation(MathHelper.DegreesToRadians(-90f), 0.0f, 0.0f);
            plane.UpdatePosition(Vector3.UnitZ * nrRooms * (rmWidth + gap));

            curInd = GetFlatteredIndex(0, 0);
            rooms[curInd].Visit();
        }