Exemplo n.º 1
0
        public void render(TexturedModel texturedModel, StaticShader shader)
        {
            RawModel model = texturedModel.rawModel;

            Gl.BindVertexArray(model.vaoID);
            Gl.EnableVertexAttribArray(0);
            Gl.EnableVertexAttribArray(1);
            // uncomment lines to see shape
            //Matrix4f mat = Maths.createTransformationMatrix(new Vertex3f(0, 0, 0), 0, 0, 0, 1);
            //shader.loadTransformationMatrix(mat);
            Gl.ActiveTexture(TextureUnit.Texture0);                                        // activate texture
            Gl.BindTexture(TextureTarget.Texture2d, texturedModel.modelTexture.textureId); // pass coords
            Gl.DrawElements(PrimitiveType.Triangles, model.vertexCount, DrawElementsType.UnsignedInt, IntPtr.Zero);
            Gl.DisableVertexAttribArray(0);
            Gl.DisableVertexAttribArray(1);
            Gl.BindVertexArray(0);
        }
Exemplo n.º 2
0
        static void Main(string[] args)
        {
            // Initialize OpenGL
            Gl.Initialize();


            // If the library isn't in the environment path we need to set it
            Glfw.ConfigureNativesDirectory("..\\..\\libs/glfw-3.2.1.bin.WIN32/lib-mingw");

            // Initialize the GLFW
            if (!Glfw.Init())
            {
                Environment.Exit(-1);
            }

            // Create a windowed mode window and its OpenGL context
            var window = Glfw.CreateWindow(width, height, "OpenGL/Glfw");

            if (!window)
            {
                Glfw.Terminate();
                Environment.Exit(-1);
            }

            // Make the window's context current
            Glfw.MakeContextCurrent(window);

            // create shaders after creating opengl context
            StaticShader shader = new StaticShader();

            // create loder and renderer
            Renderer renderer = new Renderer();
            Loader   loader   = new Loader();

            // set data

            float[] vertices =
            {
                -0.5f,  0.5f, 0f, //v0
                -0.5f, -0.5f, 0f, //v1
                0.5f,  -0.5f, 0f, //v2
                0.5f,   0.5f, 0f, //v3
            };

            uint[] indices =
            {
                0, 1, 3, //top left triangle (v0, v1, v3)
                3, 1, 2  //bottom right triangle (v3, v1, v2)
            };


            float[] textureCoords =
            {
                0, 0,
                0, 1,
                1, 1,
                1, 0,
            };

            // create model
            RawModel      model       = loader.LoadToVao(vertices, textureCoords, indices);
            ModelTexture  texture     = new ModelTexture(loader.loadTexture("..\\..\\res/c.jpeg"));
            TexturedModel staticModel = new TexturedModel(model, texture);


            // Loop until the user closes the window
            while (!Glfw.WindowShouldClose(window))
            {
                // Render here
                renderer.prepare();
                shader.start();
                renderer.render(staticModel, shader);
                shader.stop();

                //Swap front and back buffers
                Glfw.SwapBuffers(window);

                // Poll for and process events
                Glfw.PollEvents();
            }

            // clean memory
            shader.cleanUP();
            loader.CleanUp();

            // terminate program
            Glfw.Terminate();
        }