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Diffstat (limited to '')
-rw-r--r-- | ConsoleApp/RenderWindow.cs | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/ConsoleApp/RenderWindow.cs b/ConsoleApp/RenderWindow.cs new file mode 100644 index 0000000..f6f5951 --- /dev/null +++ b/ConsoleApp/RenderWindow.cs @@ -0,0 +1,77 @@ +using System; +using NW4RTools; +using OpenTK; +using OpenTK.Graphics; +using OpenTK.Graphics.OpenGL; +using OpenTK.Input; + +namespace ConsoleApp { + public class RenderWindow : GameWindow { + public RenderWindow() : base(800, 600, GraphicsMode.Default, "Test Model") { + + } + + private NW4RTools.Models.OpenGL.GLModel m_glModel; + + public void SetModel(ResFile rf, string modelName) { + m_glModel = new NW4RTools.Models.OpenGL.GLModel(rf, modelName); + } + + + protected override void OnLoad(EventArgs e) { + base.OnLoad(e); + + GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); + GL.Enable(EnableCap.DepthTest); + + GL.Enable(EnableCap.Blend); + GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); + + GL.Disable(EnableCap.CullFace); + + GL.Enable(EnableCap.Lighting); + + GL.ShadeModel(ShadingModel.Smooth); + + GL.Light(LightName.Light0, LightParameter.Position, new Vector4(0, 500, 1000, 0)); + GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, new Color4(1, 1, 1, 1)); + GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, 50); + GL.Enable(EnableCap.Light0); + + GL.Light(LightName.Light1, LightParameter.Position, new Vector4(1000, 500, 0, 0)); + GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Specular, new Color4(1, 1, 1, 1)); + GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, 50); + GL.Enable(EnableCap.Light1); + + m_glModel.Prepare(Context); + } + + protected override void OnResize(EventArgs e) { + base.OnResize(e); + + GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height); + + Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, Width / (float)Height, 1.0f, 2000.0f); + GL.MatrixMode(MatrixMode.Projection); + GL.LoadMatrix(ref projection); + } + + protected override void OnUpdateFrame(FrameEventArgs e) { + base.OnUpdateFrame(e); + + GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); + + Matrix4 modelview = Matrix4.LookAt(new Vector3(0, 400, 1000), new Vector3(0, 0, 0), Vector3.UnitY); + //Matrix4 modelview = Matrix4.LookAt(new Vector3(-50, 20, 50), new Vector3(0, 0, 0), Vector3.UnitY); + GL.MatrixMode(MatrixMode.Modelview); + GL.LoadMatrix(ref modelview); + + m_glModel.Render(Context); + + SwapBuffers(); + } + + + } +} + |