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using System;
using NW4RTools;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
namespace TestApp {
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(1000, 400, 1000), new Vector3(1000, 0, 0), Vector3.UnitY);
//Matrix4 modelview = Matrix4.LookAt(new Vector3(-3, 2, 3), new Vector3(0, 0, 0), Vector3.UnitY);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref modelview);
m_glModel.Render(Context);
SwapBuffers();
}
}
}
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