示例#1
0
        public static CubemapNode Create(Texture texEnvCubemap, Texture texHDR)
        {
            var model = new CubeModel();
            var vs    = new VertexShader(vertexCode);
            var fs    = new FragmentShader(fragmentCode);
            var array = new ShaderArray(vs, fs);
            var map   = new AttributeMap();

            map.Add("aPos", CubeModel.strPosition);
            var builder = new RenderMethodBuilder(array, map);
            var node    = new CubemapNode(model, builder);

            node.ModelSize     = new vec3(2, 2, 2);
            node.texEnvCubemap = texEnvCubemap;
            node.texHDR        = texHDR;
            node.Initialize();

            return(node);
        }
示例#2
0
        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;

            Texture texEnvCubemap = LoadEnvCubeMap();
            Texture texHDR        = LoadHDRTexture("newport_loft.hdr");

            {
                var cubemapNode = CubemapNode.Create(texEnvCubemap, texHDR);
                rootNode.Children.Add(cubemapNode);
            }
            {
                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);
                            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 backgroundNode = BackgroundNode.Create(texEnvCubemap);
                rootNode.Children.Add(backgroundNode);
            }

            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);
        }