示例#1
0
        void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e)
        {
            // set background color.
            OpenGL.ClearColor(ClearColor.R / 255.0f, ClearColor.G / 255.0f, ClearColor.B / 255.0f, ClearColor.A / 255.0f);

            OpenGL.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT | OpenGL.GL_STENCIL_BUFFER_BIT);

            this.blendSwitch.On();

            var arg = new RenderEventArgs(RenderModes.Render, this.glCanvas1.ClientRectangle, this.camera);

            {
                mat4 projection = this.camera.GetProjectionMat4();
                //mat4 view = this.camera.GetViewMat4();
                mat4 view  = this.earth.GetViewMatrix(this.camera);
                mat4 model = this.earth.GetModelRotationMatrix(this.EarthScale);
                this.earthRenderer.SetUniform("projectionMatrix", projection);
                this.earthRenderer.SetUniform("viewMatrix", view);
                this.earthRenderer.SetUniform("modelMatrix", model);
                this.earthRenderer.Render(arg);
            }
            {
                mat4 projection = this.camera.GetProjectionMat4();
                mat4 view       = this.camera.GetViewMat4();
                mat4 model      = mat4.identity();
                this.eclipticRenderer.SetUniform("projectionMatrix", projection);
                this.eclipticRenderer.SetUniform("viewMatrix", view);
                this.eclipticRenderer.SetUniform("modelMatrix", model);
                this.eclipticRenderer.Render(arg);
            }

            this.blendSwitch.Off();

            {
                this.uiRoot.Layout();
                mat4 projection, view, model;
                {
                    projection = glAxis.GetOrthoProjection();
                    vec3 position = (this.camera.Position - this.camera.Target).normalize();
                    view = glm.lookAt(position, new vec3(0, 0, 0), camera.UpVector);
                    float length = Math.Max(glAxis.Size.Width, glAxis.Size.Height) / 2;
                    model = glm.scale(mat4.identity(),
                                      new vec3(length, length, length));
                    glAxis.Renderer.SetUniform("projectionMatrix", projection);
                    glAxis.Renderer.SetUniform("viewMatrix", view);
                    glAxis.Renderer.SetUniform("modelMatrix", model);

                    glAxis.Render(arg);
                }
            }
        }
示例#2
0
        void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e)
        {
            // set background color.
            OpenGL.ClearColor(ClearColor.R / 255.0f, ClearColor.G / 255.0f, ClearColor.B / 255.0f, ClearColor.A / 255.0f);

            OpenGL.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT | OpenGL.GL_STENCIL_BUFFER_BIT);

            this.earth.ScaleFactor = this.CelestialBodyScale;
            this.sun.ScaleFactor   = this.celestialBodyScale;

            var arg = new RenderEventArgs(RenderModes.Render, this.glCanvas1.ClientRectangle, this.camera);

            {
                this.backgroundStars.Render(arg);
            }
            {
                mat4 projection = this.camera.GetProjectionMat4();
                mat4 view       = this.camera.GetViewMat4();
                mat4 model      = glm.scale(mat4.identity(), (float)(Sun.radius) * new vec3(
                                                this.celestialBodyScale, this.celestialBodyScale, this.celestialBodyScale));
                this.sunshineRenderer.SetMVP(projection * view * model);
                this.sunshineRenderer.Render(arg);
            }
            {
                mat4 projection = this.camera.GetProjectionMat4();
                //mat4 view = this.camera.GetViewMat4();
                mat4 view  = this.earth.GetViewMatrix(this.camera);
                mat4 model = this.earth.GetModelRotationMatrix();
                this.earthRenderer.SetUniform("projectionMatrix", projection);
                this.earthRenderer.SetUniform("viewMatrix", view);
                this.earthRenderer.SetUniform("modelMatrix", model);
                this.earthRenderer.Render(arg);
            }
            {
                mat4 projection = this.camera.GetProjectionMat4();
                mat4 view       = this.camera.GetViewMat4();
                mat4 model      = this.sun.GetModelRotationMatrix();
                this.sunRenderer.SetUniform("projectionMatrix", projection);
                this.sunRenderer.SetUniform("viewMatrix", view);
                this.sunRenderer.SetUniform("modelMatrix", model);
                this.sunRenderer.SetUniform("time", sunTimeElapsed);
                sunTimeElapsed += 0.01f;
                //randomTime += (float)random.NextDouble() / 1000.0f;
                //this.sunRenderer.SetUniform("time",randomTime);
                //this.sunRenderer.ShaderProgram.Bind();
                //this.sunRenderer.ShaderProgram.SetUniform("time", new float[] { randomTime, randomTime });
                //this.sunRenderer.ShaderProgram.Unbind();
                //this.sunRenderer.SetUniform("time", new float[] { randomTime, randomTime });
                //this.sunRenderer.SetUniform("colorTexture", new samplerValue(BindTextureTarget.Texture2D, this.sunColorTexture.Id, OpenGL.GL_TEXTURE0));
                if (this.RenderSun)
                {
                    this.sunRenderer.Render(arg);
                }
            }
            {
                mat4 projection = this.camera.GetProjectionMat4();
                mat4 view       = this.camera.GetViewMat4();
                mat4 model      = mat4.identity();
                this.eclipticRenderer.SetUniform("projectionMatrix", projection);
                this.eclipticRenderer.SetUniform("viewMatrix", view);
                this.eclipticRenderer.SetUniform("modelMatrix", model);
                this.eclipticRenderer.Render(arg);
            }

            {
                this.uiRoot.Layout();
                mat4 projection, view, model;
                {
                    projection = glAxis.GetOrthoProjection();
                    vec3 position = (this.camera.Position - this.camera.Target).normalize();
                    view = glm.lookAt(position, new vec3(0, 0, 0), camera.UpVector);
                    float length = Math.Max(glAxis.Size.Width, glAxis.Size.Height) / 2;
                    model = glm.scale(mat4.identity(),
                                      new vec3(length, length, length));
                    glAxis.Renderer.SetUniform("projectionMatrix", projection);
                    glAxis.Renderer.SetUniform("viewMatrix", view);
                    glAxis.Renderer.SetUniform("modelMatrix", model);

                    glAxis.Render(arg);
                }
            }
        }