Пример #1
0
        public void Draw(uint shader, Transform transform, Camera camera, Projection projection, Lighting lighting)
        {
            uint diffuseNumber  = 1;
            uint specularNumber = 1;

            if (Textures.Count == 0)
            {
                Gl.glActiveTexture(Gl.GL_TEXTURE0);
                int textureLoc = Gl.glGetUniformLocation(shader, "material.textureDiffuse1");
                Gl.glUniform1i(textureLoc, 0);
                Gl.glBindTexture(Gl.GL_TEXTURE_2D, CustomTexture);
            }

            for (int i = 0; i < Textures.Count; ++i)
            {
                Gl.glActiveTexture(Gl.GL_TEXTURE0 + i);
                string name = "texture" + Textures[i].Type.ToString();
                if (Textures[i].Type == Texture.TextureType.Diffuse)
                {
                    name += diffuseNumber.ToString();
                    ++diffuseNumber;
                }
                else
                {
                    name += specularNumber.ToString();
                    ++specularNumber;
                }

                int textureLoc = Gl.glGetUniformLocation(shader, "material." + name.ToString());
                Gl.glUniform1i(textureLoc, i);
                Gl.glBindTexture(Gl.GL_TEXTURE_2D, Textures[i].Id);
            }

            Gl.glUseProgram(shader);
            Gl.glActiveTexture(Gl.GL_TEXTURE0);

            Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, ebo);
            Gl.glBufferData(Gl.GL_ELEMENT_ARRAY_BUFFER, (IntPtr)(Indices.Count * sizeof(float)), Indices.ToArray(), Gl.GL_STATIC_DRAW);

            Gl.glBindBuffer(Gl.GL_ARRAY_BUFFER, vbo);
            var buf = GetVertices();

            Gl.glBufferData(Gl.GL_ARRAY_BUFFER, (IntPtr)(buf.Length * sizeof(float)), GetVertices(), Gl.GL_STATIC_DRAW);

            Gl.glVertexAttribPointer(0, 3, Gl.GL_FLOAT, Gl.GL_FALSE, 8 * sizeof(float), new IntPtr(0));
            Gl.glEnableVertexAttribArray(0);

            Gl.glVertexAttribPointer(1, 2, Gl.GL_FLOAT, Gl.GL_FALSE, 8 * sizeof(float), new IntPtr(3 * sizeof(float)));
            Gl.glEnableVertexAttribArray(1);

            Gl.glVertexAttribPointer(2, 3, Gl.GL_FLOAT, Gl.GL_FALSE, 8 * sizeof(float), new IntPtr(5 * sizeof(float)));
            Gl.glEnableVertexAttribArray(2);

            int shininessLoc = Gl.glGetUniformLocation(shader, "material.shininess");

            Gl.glUniform1f(shininessLoc, 32.0f);

            lighting.Setup(shader);
            transform.Setup(shader);
            camera.Setup(shader);
            projection.Setup(shader);

            Gl.glBindBuffer(Gl.GL_ELEMENT_ARRAY_BUFFER, ebo);
            Gl.glDrawElements(Gl.GL_TRIANGLES, Indices.Count, Gl.GL_UNSIGNED_INT, new IntPtr(0));
        }
Пример #2
0
 public void Render(Camera camera, Projection projection, Lighting lighting)
 {
     Renderable.Draw(Shader, ModelTransform, camera, projection, lighting);
 }
Пример #3
0
        private void Scene_Load(object sender, EventArgs e)
        {
            GlInit();

            CreateLanternShader();
            CreateModelShader();
            CreateProcTexturingShader();

            camera     = new Camera(new vec3(0, 0, 2));
            projection = new Projection();
            lighting   = new Lighting();

            CreateRoom();

            // nanosuit
            var  model       = new Model(@"..\..\NanosuitModel\nanosuit.obj", "NanosuitModel");
            mat4 modelMatrix = new mat4(1);

            modelMatrix = glm.scale(modelMatrix, new vec3(0.15f, 0.15f, 0.15f));
            modelMatrix = glm.translate(modelMatrix, new vec3(-28, -6.9f, -18));
            modelMatrix = glm.rotate(modelMatrix, glm.radians(45), new vec3(0, 1, 0));
            Transform transform = new Transform()
            {
                ModelMatrix = modelMatrix
            };

            renderObjects.Add(new RenderObject(model, transform, modelShader));

            // girl

            /*
             * modelMatrix = new mat4(1);
             * modelMatrix = glm.scale(modelMatrix, new vec3(0.01f, 0.01f, 0.01f));
             * modelMatrix = glm.translate(modelMatrix, new vec3(300, -100.9f, -45));
             * modelMatrix = glm.rotate(modelMatrix, glm.radians(-80), new vec3(0, 1, 0));
             * transform = new Transform()
             * {
             *  ModelMatrix = modelMatrix
             * };
             * model = new Model(@"..\..\Girl\10016_w_Myriam_30k.OBJ", "Girl");
             * var texture = (uint)TextureUtil.LoadTexture(@"..\..\Girl\10016_w_Myriam_Body_D_2k.jpg");
             * model.SetCustomTexture(texture);
             * renderObjects.Add(new RenderObject(model, transform, modelShader));*/

            // car

            /*
             * modelMatrix = new mat4(1);
             * modelMatrix = glm.scale(modelMatrix, new vec3(0.06f, 0.06f, 0.06f));
             * modelMatrix = glm.translate(modelMatrix, new vec3(-23, -16.1f, 18));
             * modelMatrix = glm.rotate(modelMatrix, glm.radians(90), new vec3(0, 1, 0));
             * transform = new Transform()
             * {
             *  ModelMatrix = modelMatrix
             * };
             * model = new Model(@"..\..\Car\L200-OBJ.obj", "Car");
             * texture = (uint)TextureUtil.LoadTexture(@"..\..\Car\truck_color_clean.jpg");
             * model.SetCustomTexture(texture);
             * renderObjects.Add(new RenderObject(model, transform, modelShader)); */

            // Drone

            /*
             * modelMatrix = new mat4(1);
             * modelMatrix = glm.scale(modelMatrix, new vec3(0.6f, 0.6f, 0.6f));
             * modelMatrix = glm.translate(modelMatrix, new vec3(0, -3f, 0f));
             * modelMatrix = glm.rotate(modelMatrix, glm.radians(-45), new vec3(0, 1, 0));
             * transform = new Transform()
             * {
             *  ModelMatrix = modelMatrix
             * };
             * model = new Model(@"..\..\Drone\Drone.obj", "Drone");
             * texture = (uint)TextureUtil.LoadTexture(@"..\..\Drone\winter_cam.jpg");
             * model.SetCustomTexture(texture);
             * renderObjects.Add(new RenderObject(model, transform, modelShader)); */

            // House1
            modelMatrix = new mat4(1);
            modelMatrix = glm.scale(modelMatrix, new vec3(0.01f, 0.01f, 0.01f));
            modelMatrix = glm.translate(modelMatrix, new vec3(-4, -100, -4f));
            modelMatrix = glm.rotate(modelMatrix, glm.radians(0), new vec3(0, 1, 0));
            transform   = new Transform()
            {
                ModelMatrix = modelMatrix
            };
            model = new Model(@"..\..\House1\Barrack.obj", "House1");
            model.SetCustomTexture(texture);
            renderObjects.Add(new RenderObject(model, transform, modelShader));

            // Prison
            modelMatrix = new mat4(1);
            modelMatrix = glm.scale(modelMatrix, new vec3(0.006f, 0.006f, 0.006f));
            modelMatrix = glm.translate(modelMatrix, new vec3(-1, 3f, -4f));
            modelMatrix = glm.rotate(modelMatrix, glm.radians(0), new vec3(0, 1, 0));
            transform   = new Transform()
            {
                ModelMatrix = modelMatrix
            };
            model = new Model(@"..\..\House2\OldHouse.obj", "House2");
            model.SetCustomTexture(texture);
            renderObjects.Add(new RenderObject(model, transform, modelShader));

            // lanterns
            CreateLantern(-3, 1.3f, -6.87f);
            CreateLantern(-6.87f, 1.3f, -4f, 90);
            CreateLantern(-6.87f, 1.3f, 4f, 90);
            CreateLantern(6.87f, 1.3f, -4f, -90);
            CreateLantern(6.87f, 1.3f, 4f, -90);


            //lighting.PointLights.Add(new Lighting.PointLight() { Position = new vec3(-3f, 1.3f, -6.80f) });
            lighting.PointLights.Add(new Lighting.PointLight()
            {
                Position = new vec3(-6.8f, 1.3f, -4f)
            });
            lighting.PointLights.Add(new Lighting.PointLight()
            {
                Position = new vec3(-6.8f, 1.3f, 4f)
            });
            lighting.PointLights.Add(new Lighting.PointLight()
            {
                Position = new vec3(6.8f, 1.3f, -4f)
            });
            lighting.PointLights.Add(new Lighting.PointLight()
            {
                Position = new vec3(6.8f, 1.3f, 4f)
            });
            RenderTimer.Start();
        }