示例#1
0
        private void AddObjects()
        {
            // create SceneGraph
            sceneGraph = new SceneGraph();
            // create sceneGraphObjects
            floor  = new SceneGraphObject();
            teapot = new SceneGraphObject();
            // load meshes and add them to actors
            floor.setMesh("assets/floor.obj");
            teapot.setMesh("assets/teapot.obj");
            // load a texture
            teapot.Mesh.Texture = "assets/wood.jpg";
            floor.Mesh.Texture  = "assets/wood.jpg";
            // create camera
            var camera = new Camera();

            camera.transform.RotateModel(new Vector3(1, 0, 0), 0.2f * PI);
            camera.transform.TranslateModel(new Vector3(0, 0, -20));
            // setup lights
            var light  = new Light();
            var light2 = new Light();

            light2.transform.TranslateModel(new Vector3(0, 5, 9));
            light.transform.TranslateModel(new Vector3(-12, 10, 0));
            light.color      = new Vector3(.9f, .2f, .1f);
            light2.color     = new Vector3(1f);
            light.intensity  = 200f;
            light2.intensity = 50f;
            // add scenegraphobjects to scenegraph
            sceneGraph.Add(floor);
            sceneGraph.Add(teapot);
            sceneGraph.Add(camera);
            sceneGraph.Add(light);
            sceneGraph.Add(light2);
        }
示例#2
0
        // initialize
        public void Init()
        {
            cam = new Camera();
            // create shaders
            shader = new Shader("../../shaders/vs.glsl", "../../shaders/fs.glsl");
            postproc = new Shader("../../shaders/vs_post.glsl", "../../shaders/fs_post.glsl");

            colorCube = new Texture3d("../../assets/ColorLookupTexture.jpg");

            // load a texture
            Texture wood = new Texture("../../assets/wood.jpg");
            // create the render target
            Mesh teapot = new Mesh("../../assets/teapot.obj") { texture = wood };

            scene = new SceneGraph();
            Node bigteapot = new Node()
            {
                mesh = teapot,
                localTranslate = new Vector3(0, -4, -15),
                localRotate = new Vector3(0, 1, 0)
            };

            Node babyTeapot = new Node() {
                mesh = teapot,
                localTranslate = new Vector3(-5, 2, -7),
                scale = 0.3f,
                localRotate = new Vector3(0, 1, 0)
            };

            bigteapot.AddChild(babyTeapot);
            Node world = new Node();

            world.AddChild(new Node {
                mesh = new Mesh("../../assets/floor.obj") { texture = wood },
                localTranslate = new Vector3(0, -4, -15)
            });
            world.AddChild(bigteapot);
            scene.world = world;

            // initialize stopwatch
            timer = new Stopwatch();
            timer.Reset();
            timer.Start();

            // create the render target
            target = new RenderTarget(screen.width, screen.height);
            quad = new ScreenQuad();

            GL.UseProgram(shader.programID);
            // Ambient light
            GL.Uniform3(shader.uniform_ambientLight, new Vector3(0.2f, 0.1f, 0.1f));
            
            // A bright lamp
            Light lamp = new Light(new Vector3(0f, 2f, 10f), new Vector3(10f, 10f, 8f));
            GL.Uniform3(shader.lightPosition, lamp.localTranslate);
            GL.Uniform3(shader.lightColor, lamp.color);

        }
示例#3
0
        public List <SceneGraph> nodeChildren = new List <SceneGraph>();            // a list of children of the mesh

        public SceneGraph(SceneGraph p, Mesh mesh, Texture texture)
        {
            nodeParent  = p;
            nodeMesh    = mesh;
            nodeTexture = texture;

            if (p != null)
            {
                p.nodeChildren.Add(this);   // if the mesh has a parent, add the mesh to the parent mesh's children list
            }
        }
示例#4
0
 // initialize
 public void Init()
 {
     // load teapot
     mesh = new Mesh(new Vector3(0,0,0), 1,  "../../assets/teapot.obj");
     floor = new Mesh(new Vector3(0, 0, 0), 1, "../../assets/floor.obj");
     text = new Mesh(new Vector3(0, 10, 0), 1, "../../assets/text.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");
     root = new SceneGraph(new Vector3(0,1,0), 1);
     root.AddChildNode(mesh);
     mesh.AddChildNode(floor);
     mesh.AddChildNode(text);
     AddTeapots(mesh, 1);
 }
示例#5
0
        public void AddTeapots(SceneGraph parent, int children)
        {
            int childs = children;
            Mesh m1 = new Mesh(parent.pos + new Vector3(-13/childs, 0, 0), 0.5f/childs, "../../assets/teapot.obj");
            Mesh m2 = new Mesh(parent.pos + new Vector3(13/childs, 0, 0), 0.5f/childs, "../../assets/teapot.obj");
            Mesh m3 = new Mesh(parent.pos + new Vector3(0, 0, -13/childs), 0.5f/childs, "../../assets/teapot.obj");
            Mesh m4 = new Mesh(parent.pos + new Vector3(0, 0, 13/childs), 0.5f/childs, "../../assets/teapot.obj");

            parent.AddChildNode(m1);
            parent.AddChildNode(m2);
            parent.AddChildNode(m3);
            parent.AddChildNode(m4);

            if (childs < 2)
            {
                AddTeapots(m1, childs+1);
                AddTeapots(m2, childs+1);
                AddTeapots(m3, childs+1);
                AddTeapots(m4, childs+1);
            }
        }
示例#6
0
        bool automaticRotation;                 // whether the scene rotates automatically or not

	    // initialize
	    public void Init()
	    {
            acceleration = 1;
            automaticRotation = false;
            // load teapot
		    mesh = new Mesh( "../../assets/teapot.obj" );
            floor = new Mesh("../../assets/floor.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" );
            scenegraph = new SceneGraph(new SceneGraph[] { new SceneGraph(null, mesh, shader, wood) }, floor, shader, wood);
            // load lights
            lights = new Light[2];
            lights[0] = new Light(new Vector4(4, 4, 15 ,1), new Vector4(1, 1,1 , 1), 10);
            lights[1] = new Light(new Vector4(4, 4, -15, 1), new Vector4(1, 1, 1, 1), 10);
            // set cam matrix and camera position
            cam = Matrix4.Identity;
            camera = new Vector4(0, -4, -15, 1);
        }
示例#7
0
        Texture wood, jacco, white, metal, wood2, floor1, glass, ceramic;                // texture to use for rendering

        // initialize
        public void Init()
        {
            // Begindirection of the camera.
            camera = Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 0);

            // create shaders
            shader = new Shader("../../shaders/vs.glsl", "../../shaders/fs.glsl");
            postproc = new Shader("../../shaders/vs_post.glsl", "../../shaders/fs_post.glsl");
            
            // create the render target
            target = new RenderTarget(screen.width, screen.height);
            quad = new ScreenQuad();
            // create the scenegraph
            scenegraph = new SceneGraph(shader, postproc, target, quad);

            // load the textures
            jacco = new Texture("../../assets/jacco.png");
            white = new Texture("../../assets/white.jpg");
            wood = new Texture("../../assets/wood.jpg");
            wood2 = new Texture("../../assets/wood2.jpg");
            metal = new Texture("../../assets/metal.jpg");
            floor1 = new Texture("../../assets/floor.jpg");
            glass = new Texture("../../assets/glass.jpg");
            ceramic = new Texture("../../assets/ceramic.jpg");

            // load the meshes
            mesh = new Mesh("../../assets/teapot.obj");
            floor = new Mesh("../../assets/floor.obj");
            table = new Mesh("../../assets/table.obj");
            cup = new Mesh("../../assets/cup.obj");
            lamp = new Mesh("../../assets/lamp.obj");
            fan = new Mesh("../../assets/blades.obj");
            chair = new Mesh("../../assets/chair.obj");

            // Add the meshes to the scenegraph. (Mesh, relatieve positie naar parent, relatieve rotatie naar parent, Texture, size, Parent).
            //parent floor
            scenegraph.Add(floor, new Vector3(0, 0, 0), new Vector3(0, rotatefloor, 0), floor1, 2);

            scenegraph.Add(table, new Vector3(0, 0, 0), new Vector3(0, 0, 0), wood, 0.1f, floor);
            //for a nice game of beerpong
            scenegraph.Add(cup, new Vector3(-2, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-1, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(1, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(2, 5, 9), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-1.5f, 5, 8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-0.5f, 5, 8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0.5f, 5,8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(1.5f, 5, 8), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(1, 5, 7), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0, 5, 7), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-1, 5, 7), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(-0.5f, 5, 6), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0.5f, 5, 6), Vector3.Zero, glass, 0.2f, table);
            scenegraph.Add(new Mesh("../../assets/cup.obj"), new Vector3(0, 5, 5), Vector3.Zero, glass, 0.2f, table);
            
            //what's on the other parts of the table
            scenegraph.Add(lamp, new Vector3(2, 5, -5), new Vector3(0, 25, 0), metal, 1, table);
            scenegraph.Add(chair, new Vector3(-5, -5, -5), new Vector3(0, 90, 0), wood2, 10, floor);
            scenegraph.Add(new Mesh("../../assets/chair.obj"), new Vector3(-5, -5, 5), new Vector3(0, 90, 0), wood2, 10, floor);
            scenegraph.Add(new Mesh("../../assets/chair.obj"), new Vector3(5, -5, -5), new Vector3(0, 270, 0), wood2, 10, floor);
            scenegraph.Add(new Mesh("../../assets/chair.obj"), new Vector3(5, -5, 5), new Vector3(0, 270, 0), wood2, 10, floor);
            
            // Some other objects
            scenegraph.Add(fan, new Vector3(0, 30, 0), new Vector3(0, rotatefan, 0), white, 0.8f);
            scenegraph.Add(mesh, new Vector3(-3, 5, -7), new Vector3(0, rotatepot, 0), ceramic, 0.25f, table);
            scenegraph.Add(new Mesh("../../assets/floor.obj"), new Vector3(0, 5.75f, 0), Vector3.Zero, jacco, 0.5f, table);

            // set the light
            int lightID = GL.GetUniformLocation(shader.programID,"lightPos");
            int colorID = GL.GetUniformLocation(shader.programID, "lightColor");
            int ambientID = GL.GetUniformLocation(shader.programID, "ambientColor");
            Light light = new Light(lightID, new Vector3(0, 25, 15));
            GL.UseProgram(shader.programID);
            GL.Uniform3(light.lightID, light.position);
            GL.Uniform3(colorID, lightcolor);
            GL.Uniform3(ambientID, ambient);
        }
示例#8
0
 // initialize
 public void Init()
 {
     scenegraph = new SceneGraph();
     scenegraph.screen = screen;
     scenegraph.Init();
 }
示例#9
0
        int inputTimer = 0;                      // used for a small delay after input

        // initialize
        public void Init()
        {
            // load a texture
            wood = new Texture("../../assets/wood.jpg");
            porcelain = new Texture("../../assets/porcelain_texture.jpg");
            ornate = new Texture("../../assets/ornate.jpg");
            ornate2 = new Texture("../../assets/ornate2.jpg");

            c = new Camera(new Vector3(0, 0, 10), new Vector3(0, 0, 1));

            // load teapot
            floor = new Mesh("../../assets/floor.obj");
            floor.mTransform = Matrix4.CreateTranslation(new Vector3(0, 0, 0));
            floorNode = new SceneGraph(null, floor, wood);

            teapot = new Mesh("../../assets/teapot.obj");
            teapot.mTransform = Matrix4.CreateTranslation(new Vector3(0, 0, 0));
            SceneGraph teapotNode = new SceneGraph(floorNode, teapot, ornate2);

            teacup = new Mesh("../../assets/Cup.obj");
            teacup.mTransform = Matrix4.CreateTranslation(new Vector3(10, 0, -5));
            SceneGraph teacupNode = new SceneGraph(floorNode, teacup, wood);

            teacup2 = new Mesh("../../assets/Cup.obj");
            teacup2.mTransform = Matrix4.CreateTranslation(new Vector3(-10, 0, 5));
            SceneGraph teacup2Node = new SceneGraph(floorNode, teacup2, ornate);

            teacup3 = new Mesh("../../assets/Cup.obj");
            teacup3.mTransform = Matrix4.CreateTranslation(new Vector3(0, 7, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(0, 1, 0), 4f);
            SceneGraph teacup3Node = new SceneGraph(teacup2Node, teacup3, porcelain);

            teacup4 = new Mesh("../../assets/Cup.obj");
            teacup4.mTransform = Matrix4.CreateTranslation(new Vector3(0, -13, 0)) * Matrix4.CreateFromAxisAngle(new Vector3(1, 0, 0), PI);
            SceneGraph teacup4Node = new SceneGraph(teapotNode, teacup4, porcelain);

            // initialize stopwatch
            timer = new Stopwatch();
            timer.Reset();
            timer.Start();
            
            // create shaders
            shader = new Shader("../../shaders/vs.glsl", "../../shaders/fs.glsl");
            postproc = new Shader("../../shaders/vs_post.glsl", "../../shaders/fs_post.glsl");

            // create the render target
            target = new RenderTarget(screen.width, screen.height);
            quad = new ScreenQuad();

            // set the lights
            int ambientColor = GL.GetUniformLocation(shader.programID, "ambientColor");
            lights = new List<Light>();
            lights.Add(new Light(new Vector3(10, 5, -10), new Vector3(1f, 1f, 1f), new Vector3(1f, 1f, 1f), "lightPos", "lightCol", "specCol", 0, shader, true));
            lights.Add(new Light(new Vector3(-3, 3, 5), new Vector3(0, 1, 1), new Vector3(0.5f, 0.5f, 0.5f), "lightPos", "lightCol", "specCol", 1, shader, false));
            lights.Add(new Light(new Vector3(0, 20, 14), new Vector3(0.4f, 0.4f, 0.4f), new Vector3(0.1f, 0.5f, 0.1f), "lightPos", "lightCol", "specCol", 2, shader, true));
            lights.Add(new Light(new Vector3(5, 0, 0), new Vector3(0, 0, 1), new Vector3(0.1f, 0.1f, 0.1f), "lightPos", "lightCol", "specCol", 3, shader, false));

            // Defining the arrays for use in the fragment shader
            lightPoss = new Vector3[4];
            lightCols = new Vector3[4];
            specCols = new Vector3[4];

            // filling the arrays so they can be used in the fragment shader
            for (int i = 0; i < lights.Count; i++)
            {
                lightPoss[i] = lights[i].lightPosition;
                lightCols[i] = lights[i].lightColor;
                specCols[i] = lights[i].specularLightColor;
            }

            // setting the values in the fragment shader
            GL.UseProgram(shader.programID);
            GL.Uniform3(ambientColor, new Vector3(0.1f, 0.1f, 0.1f));
            for (int i = 0; i < lights.Count; i++)
            {
                GL.Uniform3(lights[i].lightIDp, lightPoss[i]);
                GL.Uniform3(lights[i].lightIDc, lightCols[i]);
                GL.Uniform3(lights[i].lightIDs, specCols[i]);
            }
        }
示例#10
0
 //Add child and make this its parent
 public void AddChildNode(SceneGraph child)
 {
     children.Add(child);
     child.parent = this;
 }