private void ApplyNormalMatrix(OpenGL gl)
 {
     gl.UniformMatrix3(Uniforms["NormalMatrix"], 1, false, NormalMatrix.to_array());
 }
Пример #2
0
        private void DrawTrefoilCelShaded(OpenGL gl)
        {
            //  Use the shader program.
            gl.UseProgram(shaderProgram.ProgramObject);

            //  Set the variables for the shader program.
            gl.Uniform3(toonUniforms.DiffuseMaterial, 0f, 0.75f, 0.75f);
            gl.Uniform3(toonUniforms.AmbientMaterial, 0.04f, 0.04f, 0.04f);
            gl.Uniform3(toonUniforms.SpecularMaterial, 0.5f, 0.5f, 0.5f);
            gl.Uniform1(toonUniforms.Shininess, 50f);

            //  Set the light position.
            gl.Uniform3(toonUniforms.LightPosition, 1, new float[4] { 0.25f, 0.25f, 1f, 0f });

            //  Set the matrices.
            gl.UniformMatrix4(toonUniforms.Projection, 1, false, projection.AsColumnMajorArrayFloat);
            gl.UniformMatrix4(toonUniforms.Modelview, 1, false, modelView.AsColumnMajorArrayFloat);
            gl.UniformMatrix3(toonUniforms.NormalMatrix, 1, false, normalMatrix.AsColumnMajorArrayFloat);

            //  Bind the vertex and index buffer.
            gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vertexBuffer);
            gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer);

            gl.EnableVertexAttribArray(attrPosition);
            gl.EnableVertexAttribArray(attrNormal);

            //  Draw the geometry, straight from the vertex buffer.
            gl.VertexAttribPointer(attrPosition, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Zero);
            int normalOffset = Marshal.SizeOf(typeof(Vertex));
            gl.VertexAttribPointer(attrNormal, 3, OpenGL.GL_FLOAT, false, Marshal.SizeOf(typeof(Vertex)), IntPtr.Add(new IntPtr(0), normalOffset));

            gl.DrawElements(OpenGL.GL_TRIANGLES, (int)trefoilKnot.IndexCount, OpenGL.GL_UNSIGNED_SHORT, IntPtr.Zero);
        }