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.Perspective, 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; MessageBox.Show("Press 'n' to switch config!"); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 1f; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); int width = this.winGLCanvas1.Width, height = this.winGLCanvas1.Height; var scene = new Scene(camera); scene.RootNode = GetRootNode(); this.scene = scene; 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); }
private void FormMain_Load(object sender, EventArgs e) { var rootElement = GetRootElement(); //var teapot = ShadowMappingRenderer.Create(); //var rootElement = teapot; var position = new vec3(0, 0, 1); 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.winGLCanvas1) { RootElement = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; Match(this.trvScene, scene.RootElement); this.trvScene.ExpandAll(); var tansformAction = new TransformAction(scene); var shadowMappingAction = new ShadowMappingAction(scene); var renderAction = new RenderAction(scene); var actionList = new ActionList(); actionList.Add(tansformAction); actionList.Add(shadowMappingAction); actionList.Add(renderAction); this.actionList = actionList; }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 0.2f; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); this.scene = new Scene(camera); { var manipulater = new ArcBallManipulater(GLMouseButtons.Left | GLMouseButtons.Right); manipulater.Bind(camera, this.winGLCanvas1); manipulater.Rotated += manipulater_Rotated; var node = RaycastNode.Create(); this.scene.RootNode = node; (new FormPropertyGrid(node)).Show(); } var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; this.pickingAction = new Picking(scene); this.triangleTip = new LegacyTriangleNode(); this.quadTip = new LegacyQuadNode(); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(-5, 6, 4) * 3; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); this.scene = new Scene(camera); this.scene.RootNode = new GroupNode(); (new FormPropertyGrid(scene)).Show(); 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); var rootElement = this.scene.RootNode; rootElement.Children.Clear(); string filename = @"D:\GitHub\CSharpGL\Demos\EZMFileViewer\media\dwarf_anim.ezm"; CreateTextureNode(filename); CreateBoneLineNode(filename); CreateBonePointNode(filename); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 0.5f; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); int width = this.winGLCanvas1.Width, height = this.winGLCanvas1.Height; this.rectNode = RectNode.Create(0, 0, width, height); var scene = new Scene(camera); scene.RootNode = rectNode; this.scene = scene; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; Match(this.trvScene, scene.RootNode); this.trvScene.ExpandAll(); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4); var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Ortho, this.winGLCanvas1.Width, this.winGLCanvas1.Height); var scene = new Scene(camera); var rootNode = GetRootNode(); scene.RootNode = rootNode; this.scene = scene; this.rootNode = rootNode; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; // Enable manipualter of camera! var manipulater = new FirstPerspectiveManipulater(); manipulater.BindingMouseButtons = GLMouseButtons.Right; manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var rootElement = GetTree(); var position = new vec3(5, 3, 4) * 0.2f; 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) { RootNode = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; var list = new ActionList(); var transformAction = new TransformAction(scene.RootNode); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; var manipulater = new FirstPerspectiveManipulater(); manipulater.StepLength = 0.1f; manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var rootElement = GetRootElement(); var position = new vec3(4, 3, 5) * 0.5f; 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) { RootNode = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; var tansformAction = new TransformAction(scene.RootNode); var renderAction = new RenderAction(scene); var actionList = new ActionList(); actionList.Add(tansformAction); actionList.Add(renderAction); this.actionList = actionList; this.pickingAction = new Picking(scene); var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); foreach (var item in Enum.GetNames(typeof(LogicOperationCode))) { this.cmbLogicOperation.Items.Add(item); } }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 1f; 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); var scene = new Scene(camera); var rootElement = GetTree(scene); scene.RootNode = rootElement; scene.ClearColor = Color.SkyBlue.ToVec4(); this.scene = scene; var list = new ActionList(); var transformAction = new TransformAction(scene.RootNode); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; Match(this.trvScene, scene.RootNode); this.trvScene.ExpandAll(); // Note: uncomment this to enable camera movement. //var manipulater = new FirstPerspectiveManipulater(); //manipulater.StepLength = 0.1f; //manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 1.6f; 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.scene.ClearColor = Color.Black.ToVec4(); { var particlesNode = ParticlesNode.Create(10000); this.particleNode = particlesNode; var attractorsNode = AttractorsNode.Create(particlesNode); this.attractorsNode = attractorsNode; var cubeNode = CubeNode.Create(); cubeNode.RenderUnit.Methods[0].SwitchList.Add(new PolygonModeSwitch(PolygonMode.Line)); var groupNode = new GroupNode(particlesNode, attractorsNode);//, cubeNode); this.scene.RootNode = groupNode; } var list = new ActionList(); var transformAction = new TransformAction(scene.RootNode); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var rootElement = GetRootElement(); var position = new vec3(-3, 3, 4) * 0.5f; 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) { RootElement = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; this.pickingAction = new PickingAction(scene); this.triangleTip = new LegacyTriangleNode(); this.quadTip = new LegacyQuadNode(); this.tipList.Add(this.triangleTip); this.tipList.Add(this.quadTip); Match(this.trvScene, scene.RootElement); this.trvScene.ExpandAll(); var manipulater = new FirstPerspectiveManipulater(); manipulater.BindingMouseButtons = GLMouseButtons.Right; manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { //var rootElement = GetLegacyPropellerLegacyFlabellum(); //var rootElement = GetLegacyPropellerFlabellum(); //var rootElement = GetPropellerLegacyFlabellum(); //var rootElement = GetPropellerFlabellum(); var rootElement = GetPropellerRTT(); var position = new vec3(5, 3, 4); 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.winGLCanvas1) { RootElement = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; this.legacyPickingAction = new LegacyPickingAction(scene); Match(this.trvScene, scene.RootElement); this.trvScene.ExpandAll(); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(0, 0, 3); 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.winGLCanvas1); { var node = GrayFilterNode.Create(); this.scene.RootElement = node; } 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); }
private void FormMain_Load(object sender, EventArgs e) { var rootElement = GetRootElement(); var position = new vec3(4, 3, 5) * 0.5f; 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) { RootElement = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; Match(this.trvScene, scene.RootElement); this.trvScene.ExpandAll(); var tansformAction = new TransformAction(scene); var renderAction = new RenderAction(scene); var actionList = new ActionList(); actionList.Add(tansformAction); actionList.Add(renderAction); this.actionList = actionList; this.pickingAction = new PickingAction(scene); var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); }
private void Render() { if (ActiveByHierarchy) { RenderAction?.Invoke(); } }
private void FormMain_Load(object sender, EventArgs e) { SceneNodeBase rootElement = GetRootElement(); var position = new vec3(1, 0, 4); 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) { RootNode = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; MessageBox.Show("Press 'n' to switch texture indexes!"); }
private void FormMain_Load(object sender, EventArgs e) { //CSharpGL.HowTransformFeedbackWorks.Run(); var position = new vec3(5, 3, 4); 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.scene.ClearColor = Color.Black.ToVec4(); { //var node = ParticleDemoNode.Create(10000); var node = DemoNode.Create(); var ground = GroundNode.Create(); ground.RenderUnit.Methods[0].StateList.Add(new PolygonModeState(PolygonMode.Line)); var group = new GroupNode(node, ground); this.scene.RootNode = group; } var list = new ActionList(); var transformAction = new TransformAction(scene.RootNode); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 0.3f; 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); Texture texture0, texture1, texture2; GetTextures(out texture0, out texture1, out texture2); texture0.TextureUnitIndex = 0; // glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, texture0.TextureId); texture1.TextureUnitIndex = 0; // glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_1D, texture1.TextureId); texture2.TextureUnitIndex = 1; // glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, texture2.TextureId); this.cubeNode = CubeNode.Create(texture0, texture1, texture2); var scene = new Scene(camera); scene.RootNode = cubeNode; this.scene = scene; var list = new ActionList(); var transformAction = new TransformAction(scene.RootNode); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; //// uncomment these lines to enable manipualter of camera! //var manipulater = new FirstPerspectiveManipulater(); //manipulater.BindingMouseButtons = System.Windows.Forms.MouseButtons.Right; //manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 0.5f; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); Texture texture = GetCubemapTexture(); this.node = CubemapViewerNode.Create(texture); var scene = new Scene(camera); scene.RootNode = node; this.scene = scene; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; //// uncomment these lines to enable manipualter of camera! //var manipulater = new FirstPerspectiveManipulater(); //manipulater.BindingMouseButtons = System.Windows.Forms.MouseButtons.Right; //manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var rootElement = GetTree(); var position = new vec3(5, 3, 4); var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); this.scene = new Scene(camera) { RootNode = rootElement, ClearColor = Color.SkyBlue.ToVec4(), }; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; Match(this.trvScene, scene.RootNode); this.trvScene.ExpandAll(); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 0.2f; 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.scene.ClearColor = Color.Black.ToVec4(); { var node = DemoNode.Create(); var ground = GroundNode.Create(); ground.RenderUnit.Methods[0].SwitchList.Add(new PolygonModeSwitch(PolygonMode.Line)); ground.EnableRendering = ThreeFlags.None; var group = new GroupNode(node, ground); this.scene.RootNode = group; } 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); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(-0.2f, 0, 1) * 14; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); this.scene = new Scene(camera); { var node = NormalMappingNode.Create(); float max = node.ModelSize.max(); node.Scale *= 16.0f / max; this.rootNode = node; this.scene.RootNode = node; (new FormProperyGrid(node)).Show(); } 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); }
private void FormMain_Load(object sender, EventArgs e) { foreach (var item in Enum.GetNames(typeof(EnvironmentMappingNode.Ratio))) { this.cmbRatios.Items.Add(item); } var position = new vec3(8, 0, 4) * 3; 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); var totalBmp = new Bitmap(@"cubemaps_skybox.png"); Bitmap[] bitmaps = GetBitmaps(totalBmp); this.skybox = SkyboxNode.Create(bitmaps); this.skybox.Scale *= 60; string objFilename = "nanosuit.obj_"; var parser = new ObjVNFParser(false); ObjVNFResult result = parser.Parse(objFilename); if (result.Error != null) { MessageBox.Show(result.Error.ToString()); } else { var model = new ObjVNF(result.Mesh); var node = EnvironmentMappingNode.Create( this.skybox.SkyboxTexture, model, ObjVNF.strPosition, ObjVNF.strNormal); node.ModelSize = model.GetSize(); float max = node.ModelSize.max(); node.Scale *= 20.0f / max; node.Children.Add(new LegacyBoundingBoxNode(node.ModelSize)); this.environmentMappingNode = node; var group = new GroupNode(this.environmentMappingNode, this.skybox); this.scene = new Scene(camera, this.winGLCanvas1) { RootElement = group, }; 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); this.pickingAction = new PickingAction(scene); this.triangleTip = new LegacyTriangleNode(); this.quadTip = new LegacyQuadNode(); } }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(-0.2f, 0, 1) * 14; var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); this.scene = new Scene(camera); var rootNode = new GroupNode(); this.scene.RootNode = rootNode; { var sphere = new Sphere2();//(1, 40, 80); var filename = Path.Combine(System.Windows.Forms.Application.StartupPath, "sphere2.obj_"); sphere.DumpObjFile(filename, "sphere2"); var parser = new ObjVNFParser(false, true); ObjVNFResult result = parser.Parse(filename); if (result.Error != null) { Console.WriteLine("Error: {0}", result.Error); } else { ObjVNFMesh mesh = result.Mesh; var model = new ObjVNF(mesh); // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively for (int row = 0; row < nrRows; ++row) { for (int col = 0; col < nrColumns; ++col) { var node = PBRNode.Create(model, model.GetSize(), ObjVNF.strPosition, ObjVNF.strTexCoord, ObjVNF.strNormal, ObjVNF.strTangent); node.Metallic = (float)row / (float)nrRows; // we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off // on direct lighting. node.Roughness = glm.clamp((float)col / (float)nrColumns, 0.05f, 1.0f); node.WorldPosition = new vec3( (col - (nrColumns / 2)) * spacing, (row - (nrRows / 2)) * spacing, 0.0f); rootNode.Children.Add(node); } } } } 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); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4) * 2f; 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.scene.ClearColor = Color.Black.ToVec4(); { var light = new PointLight(new vec3(1, 1, 1) * 30); this.scene.Lights.Add(light); } { var group = new GroupNode(); { var node = ParticleNode.Create(6000); group.Children.Add(node); } { string folder = System.Windows.Forms.Application.StartupPath; string filename = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "floor.obj_"); var parser = new ObjVNFParser(true); ObjVNFResult result = parser.Parse(filename); if (result.Error != null) { MessageBox.Show(result.Error.ToString()); } else { ObjVNFMesh mesh = result.Mesh; var model = new ObjVNF(mesh); var node = NoShadowNode.Create(model, ObjVNF.strPosition, ObjVNF.strNormal, model.GetSize()); node.WorldPosition = new vec3(0, -3, 0); node.Color = new vec3(0, 1, 0); node.Name = filename; group.Children.Add(node); } } this.scene.RootNode = group; } { var list = new ActionList(); var transformAction = new TransformAction(scene.RootNode); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); var blinnPhongAction = new BlinnPhongAction(scene); list.Add(blinnPhongAction); this.actionList = list; } var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4); var center = new vec3(0, 0, 0); var up = new vec3(0, 1, 0); var camera = new Camera(position, center, up, CameraType.Perspective, this.winGLCanvas1.Width, this.winGLCanvas1.Height); this.scene = new Scene(camera) ; var list = new ActionList(); var transformAction = new TransformAction(scene); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; this.pickingAction = new Picking(scene); this.triangleTip = new LegacyTriangleNode(); this.quadTip = new LegacyQuadNode(); var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); //string folder = System.Windows.Forms.Application.StartupPath; //string filename = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "vnfHanoiTower.obj_"); //var parser = new ObjVNFParser(false); //ObjVNFResult result = parser.Parse(filename); //if (result.Error != null) //{ // MessageBox.Show(result.Error.ToString()); //} //else //{ // var model = new ObjVNF(result.Mesh); // var node = OITNode.Create(model, ObjVNF.strPosition, ObjVNF.strNormal, model.GetSize()); // float max = node.ModelSize.max(); // node.Scale *= 7.0f / max; // node.WorldPosition = new vec3(0, 0, 0); // var rootElement = this.scene.RootElement; // this.scene.RootElement = node; // if (rootElement != null) { rootElement.Dispose(); } //} // use teapot instead. var model = new Teapot(); var node = OITNode.Create(model, Teapot.strPosition, Teapot.strNormal, model.GetModelSize()); float max = node.ModelSize.max(); node.Scale *= 7.0F / max; node.WorldPosition = new vec3(0, 0, 0); this.scene.RootNode = node; }
private void OnMouseDown() { menu.SetActive(true); menuScript = GameObject.Find("ActionMenu").GetComponent <RenderAction>(); isMenuActive = menuScript.IsActive; if (!isMenuActive) { menuScript.SetUpList(name); } }
public void Render(GenericChartSection section, IRenderingContext context) { if (section.Chart.IsEmpty) { return; } var renderAction = new RenderAction(context, section); renderAction.Render(); }
private void FormMain_Load(object sender, EventArgs e) { var position = new vec3(5, 3, 4); 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) ; var list = new ActionList(); var transformAction = new TransformAction(scene.RootNode); list.Add(transformAction); var renderAction = new RenderAction(scene); list.Add(renderAction); this.actionList = list; this.pickingAction = new Picking(scene); this.triangleTip = new LegacyTriangleNode(); this.quadTip = new LegacyQuadNode(); var manipulater = new FirstPerspectiveManipulater(); manipulater.Bind(camera, this.winGLCanvas1); string folder = System.Windows.Forms.Application.StartupPath; string filename = System.IO.Path.Combine(folder, "nanosuit.obj_"); var parser = new ObjVNFParser(false); ObjVNFResult result = parser.Parse(filename); if (result.Error != null) { MessageBox.Show(result.Error.ToString()); } else { var node = ObjVNFNode.Create(result.Mesh); node.Children.Add(new LegacyBoundingBoxNode(node.ModelSize)); float max = node.ModelSize.max(); node.Scale *= 7.0f / max; node.WorldPosition = new vec3(0, 0, 0); var rootElement = this.scene.RootNode; this.scene.RootNode = node; if (rootElement != null) { rootElement.Dispose(); } } }