示例#1
0
        // initialize
        public void Init()
        {
            screen.Print("Move: UP, DOWN, LEFT, RIGHT", 10, 10, 10);
            // load teapot
            mesh  = new Mesh("../../assets/teapot.obj");
            floor = new Mesh("../../assets/floor.obj");
            eye   = new Mesh("../../assets/eyeball.obj");
            moon  = new Mesh("../../assets/moon.obj");
            earth = new Mesh("../../assets/earth.obj");
            jet   = new Mesh("../../assets/jet.obj");
            // initialize stopwatch
            timer = new Stopwatch();
            timer.Reset();
            timer.Start();
            // create shaders
            shader = new Shader("../../shaders/vs.glsl", "../../shaders/fs.glsl");
            // load a texture
            wood   = new Texture("../../assets/wood.jpg");
            eyeR   = new Texture("../../assets/ref1.jpg");
            crater = new Texture("../../assets/crater.jpg");
            land   = new Texture("../../assets/land.jpg");
            stars  = new Texture("../../assets/stars.jpg");
            jetp   = new Texture("../../assets/jetp.png");
            //add light
            int lightID = GL.GetUniformLocation(shader.programID, "lightPos");

            GL.UseProgram(shader.programID);
            GL.Uniform3(lightID, 0f, 10f, 0.0f);
            //add camera position
            Tc = Matrix4.CreateTranslation(new Vector3(0, -25.5f, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(1, 0, 0), PI / 2);
            Vector4 c        = Tc * (new Vector4(0f, 0f, 0f, 1f));
            int     cameraID = GL.GetUniformLocation(shader.programID, "cPos");

            GL.UseProgram(shader.programID);
            GL.Uniform4(cameraID, c);

            //create scenegraph
            meshes = new scenegraph(floor, Matrix4.CreateScale(6.0f) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), stars, shader);
            meshes.addNode(mesh, Matrix4.CreateScale(0.5f) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), wood, shader);
            meshes.getChildren()[0].addNode(mesh, Matrix4.CreateScale(0.5f) * Matrix4.CreateTranslation(new Vector3(5, 0, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), wood, shader);
            meshes.getChildren()[0].getChildren()[0].addNode(mesh, Matrix4.CreateScale(0.25f) * Matrix4.CreateTranslation(new Vector3(8, 0, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0), wood, shader);
        }
示例#2
0
        // tick for OpenGL rendering code
        public void RenderGL()
        {
            screen.Print("Camera Move: UP, DOWN, LEFT, RIGHT", 2, 2, 0xffff00);
            screen.Print("Rotate: MOUSE LEFT, MOUSE RIGHT", 2, 32, 0xffff00);
            // measure frame duration
            float frameDuration = timer.ElapsedMilliseconds;

            timer.Reset();
            timer.Start();

            // prepare matrix for vertex shader
            float   angle90degrees = PI / 2;
            Matrix4 Tpot           = Matrix4.CreateScale(0.2f) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), a);
            Matrix4 Tplane1        = Matrix4.CreateScale(0.25f) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), -15 * a) * Matrix4.CreateTranslation(new Vector3(10, 0, 8));
            Matrix4 Tfloor         = Matrix4.CreateScale(6.0f) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0);
            Matrix4 Tplane2        = Matrix4.CreateScale(0.25f) * Matrix4.CreateTranslation(new Vector3(15, 0, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), -30 * a);
            Matrix4 toWorld        = Tfloor;
            Matrix4 Tcamera        = Matrix4.CreateTranslation(new Vector3(0, -25.5f, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(1, 0, 0), angle90degrees);
            Matrix4 Tview          = Matrix4.CreatePerspectiveFieldOfView(1.2f, 1.3f, .1f, 1000);

            //change transforms
            meshes.localT = Tfloor;
            meshes.getChildren()[0].localT = Tpot;
            meshes.getChildren()[0].getChildren()[0].localT = Tplane1;
            meshes.getChildren()[0].getChildren()[0].getChildren()[0].localT = Tplane2;

            // update rotation
            a += 0.0001f * frameDuration;
            if (a > 2 * PI)
            {
                a -= 2 * PI;
            }

            //render via scenegraph
            meshes.Render(Tmove * Tcamera * Tview, toWorld, Tmove);

            // render scene
            //mesh.Render(shader, Tpot * Tcamera * Tview, wood);
            //floor.Render(shader, Tfloor * Tcamera * Tview, wood);
        }