Exemplo n.º 1
0
        private void FormMain_Load(object sender, EventArgs e)
        {
            var position = new vec3(0, 0, 0.9f);
            var center   = new vec3(0, 0, 0);
            var up       = new vec3(0, 1, 0);
            var camera   = new Camera(position, center, up, CameraType.Perspecitive, this.winGLCanvas1.Width, this.winGLCanvas1.Height);

            this.scene = new Scene(camera);
            {
                this.computeShaderNode = ComputeShaderNode.Create();
                this.scene.RootNode    = this.computeShaderNode;
            }
            var list            = new ActionList();
            var transformAction = new TransformAction(scene);

            list.Add(transformAction);
            var renderAction = new RenderAction(scene);

            list.Add(renderAction);
            this.actionList = list;

            var manipulater = new FirstPerspectiveManipulater();

            manipulater.Bind(camera, this.winGLCanvas1);
            manipulater.StepLength = 0.1f;
        }
Exemplo n.º 2
0
        public static ComputeShaderNode Create()
        {
            var list = new List <Config>();

            list.Add(new Config(1, height, 0));             // fuzzy
            list.Add(new Config(1, height, 1));             // inverseColor
            list.Add(new Config(width / 8, height / 8, 2)); // mosaic

            RenderMethodBuilder fuzzy, inverseColor, mosaic, render;
            {
                var cs       = new CSharpGL.ComputeShader(fuzzyComp);
                var provider = new ShaderArray(cs);
                var map      = new AttributeMap();
                fuzzy = new RenderMethodBuilder(provider, map);
            }
            {
                var cs       = new CSharpGL.ComputeShader(inverseColorComp);
                var provider = new ShaderArray(cs);
                var map      = new AttributeMap();
                inverseColor = new RenderMethodBuilder(provider, map);
            }
            {
                var cs       = new CSharpGL.ComputeShader(mosaicComp);
                var provider = new ShaderArray(cs);
                var map      = new AttributeMap();
                mosaic = new RenderMethodBuilder(provider, map);
            }
            {
                var vs       = new VertexShader(vertexCode);
                var fs       = new FragmentShader(fragmentCode);
                var provider = new ShaderArray(vs, fs);
                var map      = new AttributeMap();
                map.Add(inPosition, RectangleModel.strPosition);
                map.Add(inUV, RectangleModel.strUV);
                render = new RenderMethodBuilder(provider, map);
            }

            var node = new ComputeShaderNode(list.ToArray(), new RectangleModel(), RectangleModel.strPosition, fuzzy, inverseColor, mosaic, render);

            node.Initialize();

            return(node);
        }