Exemplo n.º 1
0
        private void AddObjects()
        {
            // create SceneGraph
            sceneGraph = new SceneGraph();
            // create sceneGraphObjects
            floor  = new SceneGraphObject();
            teapot = new SceneGraphObject();
            // load meshes and add them to actors
            floor.setMesh("assets/floor.obj");
            teapot.setMesh("assets/teapot.obj");
            // load a texture
            teapot.Mesh.Texture = "assets/wood.jpg";
            floor.Mesh.Texture  = "assets/wood.jpg";
            // create camera
            var camera = new Camera();

            camera.transform.RotateModel(new Vector3(1, 0, 0), 0.2f * PI);
            camera.transform.TranslateModel(new Vector3(0, 0, -20));
            // setup lights
            var light  = new Light();
            var light2 = new Light();

            light2.transform.TranslateModel(new Vector3(0, 5, 9));
            light.transform.TranslateModel(new Vector3(-12, 10, 0));
            light.color      = new Vector3(.9f, .2f, .1f);
            light2.color     = new Vector3(1f);
            light.intensity  = 200f;
            light2.intensity = 50f;
            // add scenegraphobjects to scenegraph
            sceneGraph.Add(floor);
            sceneGraph.Add(teapot);
            sceneGraph.Add(camera);
            sceneGraph.Add(light);
            sceneGraph.Add(light2);
        }
Exemplo n.º 2
0
        Texture wood, jacco, white, metal, wood2, floor1, glass, ceramic;                // texture to use for rendering

        // initialize
        public void Init()
        {
            // Begindirection of the camera.
            camera = Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0);

            // create shaders
            shader = new Shader("../../shaders/vs.glsl", "../../shaders/fs.glsl");
            postproc = new Shader("../../shaders/vs_post.glsl", "../../shaders/fs_post.glsl");
            
            // create the render target
            target = new RenderTarget(screen.width, screen.height);
            quad = new ScreenQuad();
            // create the scenegraph
            scenegraph = new SceneGraph(shader, postproc, target, quad);

            // load the textures
            jacco = new Texture("../../assets/jacco.png");
            white = new Texture("../../assets/white.jpg");
            wood = new Texture("../../assets/wood.jpg");
            wood2 = new Texture("../../assets/wood2.jpg");
            metal = new Texture("../../assets/metal.jpg");
            floor1 = new Texture("../../assets/floor.jpg");
            glass = new Texture("../../assets/glass.jpg");
            ceramic = new Texture("../../assets/ceramic.jpg");

            // load the meshes
            mesh = new Mesh("../../assets/teapot.obj");
            floor = new Mesh("../../assets/floor.obj");
            table = new Mesh("../../assets/table.obj");
            cup = new Mesh("../../assets/cup.obj");
            lamp = new Mesh("../../assets/lamp.obj");
            fan = new Mesh("../../assets/blades.obj");
            chair = new Mesh("../../assets/chair.obj");

            // Add the meshes to the scenegraph. (Mesh, relatieve positie naar parent, relatieve rotatie naar parent, Texture, size, Parent).
            //parent floor
            scenegraph.Add(floor, new Vector3(0, 0, 0), new Vector3(0, rotatefloor, 0), floor1, 2);

            scenegraph.Add(table, new Vector3(0, 0, 0), new Vector3(0, 0, 0), wood, 0.1f, floor);
            //for a nice game of beerpong
            scenegraph.Add(cup, new Vector3(-2, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-1, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(1, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(2, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-1.5f, 5, 8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-0.5f, 5, 8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0.5f, 5,8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(1.5f, 5, 8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(1, 5, 7), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0, 5, 7), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-1, 5, 7), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-0.5f, 5, 6), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0.5f, 5, 6), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0, 5, 5), Vector3.Zero, glass, 0.2f, table);
            
            //what's on the other parts of the table
            scenegraph.Add(lamp, new Vector3(2, 5, -5), new Vector3(0, 25, 0), metal, 1, table);
            scenegraph.Add(chair, new Vector3(-5, -5, -5), new Vector3(0, 90, 0), wood2, 10, floor);
            scenegraph.Add(new Mesh("../../assets/chair.obj"), new Vector3(-5, -5, 5), new Vector3(0, 90, 0), wood2, 10, floor);
            scenegraph.Add(new Mesh("../../assets/chair.obj"), new Vector3(5, -5, -5), new Vector3(0, 270, 0), wood2, 10, floor);
            scenegraph.Add(new Mesh("../../assets/chair.obj"), new Vector3(5, -5, 5), new Vector3(0, 270, 0), wood2, 10, floor);
            
            // Some other objects
            scenegraph.Add(fan, new Vector3(0, 30, 0), new Vector3(0, rotatefan, 0), white, 0.8f);
            scenegraph.Add(mesh, new Vector3(-3, 5, -7), new Vector3(0, rotatepot, 0), ceramic, 0.25f, table);
            scenegraph.Add(new Mesh("../../assets/floor.obj"), new Vector3(0, 5.75f, 0), Vector3.Zero, jacco, 0.5f, table);

            // set the light
            int lightID = GL.GetUniformLocation(shader.programID,"lightPos");
            int colorID = GL.GetUniformLocation(shader.programID, "lightColor");
            int ambientID = GL.GetUniformLocation(shader.programID, "ambientColor");
            Light light = new Light(lightID, new Vector3(0, 25, 15));
            GL.UseProgram(shader.programID);
            GL.Uniform3(light.lightID, light.position);
            GL.Uniform3(colorID, lightcolor);
            GL.Uniform3(ambientID, ambient);
        }