Пример #1
0
        public static void SetScene(Vector2i Size)
        {
            if (Window.ENABLE_SHADOW)
            {
                depthMap = GL.GenTexture();
                GL.BindTexture(TextureTarget.TextureCubeMap, depthMap);
                for (int i = 0; i < 6; ++i)
                {
                    GL.TexImage2D(TextureTarget.TextureCubeMapPositiveX + i, 0, PixelInternalFormat.DepthComponent, Window.SHADOW_RESOLUTION, Window.SHADOW_RESOLUTION, 0, PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero);
                }

                GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Nearest);
                GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Nearest);
                GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapS, (float)TextureWrapMode.ClampToEdge);
                GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapT, (float)TextureWrapMode.ClampToEdge);
                GL.TexParameter(TextureTarget.TextureCubeMap, TextureParameterName.TextureWrapR, (float)TextureWrapMode.ClampToEdge);

                depthMapFBO = GL.GenFramebuffer();

                GL.BindFramebuffer(FramebufferTarget.Framebuffer, depthMapFBO);
                GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, depthMap, 0);
                GL.DrawBuffer(DrawBufferMode.None);
                GL.ReadBuffer(ReadBufferMode.None);
                GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
            }

            WindowSize = Size;

            Shader_Color     = new Shader("../../../Shaders/shader.vert", "../../../Shaders/shader.frag");
            Shader_Wireframe = new Shader("../../../Shaders/shader_line.vert", "../../../Shaders/shader_line.frag");
            Shader_Depth     = new Shader("../../../Shaders/shader_depth.vert", "../../../Shaders/shader_depth.frag", "../../../Shaders/shader_depth.geom");

            LightProjectionMatrix = Matrix4.CreatePerspectiveFieldOfView(90f.Rad(), (float)WindowSize.X / (float)WindowSize.Y, 1f, LightFarPlane);
            LightSpaceMatrix.Add(Matrix4.LookAt(LightPosition, LightPosition + new Vector3(1, 0, 0), new Vector3(0, -1, 0)) * LightProjectionMatrix);
            LightSpaceMatrix.Add(Matrix4.LookAt(LightPosition, LightPosition + new Vector3(-1, 0, 0), new Vector3(0, -1, 0)) * LightProjectionMatrix);
            LightSpaceMatrix.Add(Matrix4.LookAt(LightPosition, LightPosition + new Vector3(0, 1, 0), new Vector3(0, 0, 1)) * LightProjectionMatrix);
            LightSpaceMatrix.Add(Matrix4.LookAt(LightPosition, LightPosition + new Vector3(0, -1, 0), new Vector3(0, 0, -1)) * LightProjectionMatrix);
            LightSpaceMatrix.Add(Matrix4.LookAt(LightPosition, LightPosition + new Vector3(0, 0, 1), new Vector3(0, -1, 0)) * LightProjectionMatrix);
            LightSpaceMatrix.Add(Matrix4.LookAt(LightPosition, LightPosition + new Vector3(0, 0, -1), new Vector3(0, -1, 0)) * LightProjectionMatrix);


            scene = new Object("scene");


            Leonando.Objects(ref scene);
            Jeremy.Objects(ref scene);
            Nicholas.Objects(ref scene);


            scene.translateZ(-8.8f);
            scene.rotateZ(45f);
            scene.init();

            lightSphere = new Object("lightsphere");
            lightSphere.createBall();
            lightSphere.scale(1);
            lightSphere.setTranslate(LightPosition.X, -LightPosition.Z, LightPosition.Y);
            lightSphere.setColor(255, 245, 166);
            lightSphere.init();
        }
Пример #2
0
 public static void AnimateScene()
 {
     if (Window.PLAYANIMATION)
     {
         Leonando.Animations(ref scene);
         Jeremy.Animations(ref scene);
         Nicholas.Animations(ref scene);
     }
 }