protected override void OnLoad(EventArgs e) { DefaultGraphicsBehaviourLoader.InitializeDefaultGraphicsBehaviour(); camera = new Camera((GameWindow)this); manMesh = new UnlitMesh("../../TestGeometries/man.obj", "../../Textures/manTexture.png"); previousState = Keyboard.GetState(); base.OnLoad(e); }
protected override void OnLoad(EventArgs e) { DefaultGraphicsBehaviourLoader.InitializeDefaultGraphicsBehaviour(); camera = new Camera((GameWindow)this); camera.Move(new Vector3(5f, 0f, 2f)); lampGeometry = Geometry.CreateFromOBJ("../../TestGeometries/sphere.obj"); lampShader = new Shader("../../Shaders/Lit/Vertex.glsl", "../../Shaders/Lit/lampFragment.glsl"); material = new Material("../../brickTexture.jpg", new Vector3(1.0f, 1.0f, 1.0f), 0.05f, 0.5f, 32f); meshes = new Mesh[_cubePositions.Length]; for (int i = 0; i < meshes.Length; i++) { meshes[i] = new Mesh( _cubePositions[i], new Vector3(1.0f, 0.3f, 0.5f) * 20f * i, 1f, "../../TestGeometries/BoxPositionAndUV.obj", material ); } lightHolder.Add(light); //lightHolder.Add(secondLight); pointLight0 = new PointLight(Vector3.One * 4, Vector3.UnitZ, 2f, 0.5f, 0.1f, 0.05f); pointLight1 = new PointLight(Vector3.One * -4, Vector3.UnitX, 2f, 0.5f, 0.1f, 0.05f); lightHolder.Add(pointLight0); lightHolder.Add(pointLight1); spotLight = new SpotLight( lightPosition, camera.frontDirection, Vector3.UnitY, 60f, 25f, 2f ); lightHolder.Add(spotLight); base.OnLoad(e); }
protected override void OnLoad(EventArgs e) { DefaultGraphicsBehaviourLoader.InitializeDefaultGraphicsBehaviour(); GL.CullFace(CullFaceMode.FrontAndBack); //GL.Enable(GL.CullFace); camera = new Camera((GameWindow)this); camera.Move(new Vector3(0f, -13f, -32f)); indicator = new UnlitMesh("../../TestGeometries/point.obj", "../../Textures/default.jpg"); manMaterial = new Material( "../../Textures/manTexture.png", // texturePath Vector3.One, //Ambient color 0.005f, //Ambient Intensity 1f, //Specular strength 4 //Shininess ); manMesh = new Mesh( new Vector3(0f, 0f, 0f), //Position Vector3.Zero, //Rotation 1f, //Scale "../../TestGeometries/Man.obj", //Geometry path manMaterial //material ); woodMaterial = new Material( "../../Textures/WoodTexture.png", // texturePath Vector3.One, //Ambient color 0.05f, //Ambient Intensity 5f, //Specular strength 10 //Shininess ); woodMesh = new Mesh( new Vector3(-3f, 0f, 3f), //Position Vector3.Zero, //Rotation 3f, //Scale "../../TestGeometries/TestGeometry.obj", //Geometry path woodMaterial //material ); groundMaterial = new Material( "../../Textures/pebbleTexture.jpg", // texturePath Vector3.One, //Ambient color 0.05f, //Ambient Intensity 5f, //Specular strength 10 //Shininess ); groundMesh = new Mesh( new Vector3(0f, 0f, 3f), //Position Vector3.Zero, //Rotation 3f, //Scale "../../TestGeometries/Ground.obj", //Geometry path groundMaterial //material ); sun = new DirectionalLight( new Vector3(0f, -1f, 0f), //Direction Vector3.One, //Color 1f //Intensity ); //lightHolder.Add(sun); spotLight = new SpotLight( indicatorPosition, //position -1 * Vector3.UnitY, //direction Vector3.One, //color 600f, //intensity 40f, 0.1f, 0.1f, 0.1f, 0.01f ); lightHolder.Add(spotLight); previousState = Keyboard.GetState(); base.OnLoad(e); }
protected override void OnLoad(EventArgs e) { DefaultGraphicsBehaviourLoader.InitializeDefaultGraphicsBehaviour(); camera = new Camera((GameWindow)this); camera.Move(new Vector3(0f, 0f, 6f)); lamp = new UnlitMesh("../../TestGeometries/point.obj", "../../Textures/default.jpg"); unlitMesh = new UnlitMesh("../../TestGeometries/TestGeometry.obj", "../../Textures/WoodTexture.png"); brickMaterial = new Material( "../../Textures/BrickTexture.png", // texturePath Vector3.One, //Ambient color 0.05f, //Ambient Intensity 1f, //Specular strength 4 //Shininess ); brickMesh = new Mesh( new Vector3(-3f, 0f, 0f), //Position Vector3.Zero, //Rotation 1f, //Scale "../../TestGeometries/TestGeometry.obj", //Geometry path brickMaterial //material ); woodMaterial = new Material( "../../Textures/WoodTexture.png", // texturePath Vector3.One, //Ambient color 0.05f, //Ambient Intensity 5f, //Specular strength 10 //Shininess ); woodMesh = new Mesh( new Vector3(0f, 0f, 3f), //Position Vector3.Zero, //Rotation 1f, //Scale "../../TestGeometries/TestGeometry.obj", //Geometry path woodMaterial //material ); metalMaterial = new Material( "../../Textures/MetalTexture.png", // texturePath Vector3.One, //Ambient color 0.05f, //Ambient Intensity 20f, //Specular strength 20 //Shininess ); metalMesh = new Mesh( new Vector3(3f, 0f, 0f), //Position Vector3.Zero, //Rotation 1f, //Scale "../../TestGeometries/TestGeometry.obj", //Geometry path metalMaterial //material ); lightHolder = new LightHolder(); whitePointLight = new PointLight( new Vector3(0f, 3f, 0f), //position new Vector3(1f, 1f, 1f), //color 0.5f //intensity ); lightHolder.Add(whitePointLight); sunLight = new DirectionalLight( new Vector3(1f, -1f, 1f), //Direction Vector3.One, //Color 0.5f //Intensity ); lightHolder.Add(sunLight); base.OnLoad(e); }