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104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
//
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// Actor.cs
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//
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// Author:
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// Jarl Gullberg <jarl.gullberg@gmail.com>
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//
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// Copyright (c) 2016 Jarl Gullberg
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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using System;
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using GLib;
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using GLWidgetTestGTK3.Data;
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using OpenTK.Mathematics;
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using OpenTK.Graphics.OpenGL;
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namespace GLWidgetTestGTK3.World
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{
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public class Actor
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{
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public Transform Transform;
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private readonly Mesh Mesh;
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/// <summary>
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/// Creates a new instance of the <see cref="Actor"/> class.
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/// </summary>
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/// <param name="Mesh">The mesh bound to the actor.</param>
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public Actor(Mesh Mesh)
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{
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this.Mesh = Mesh;
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this.Transform = new Transform(new Vector3(0.0f, 0.0f, 0.0f));
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}
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/// <summary>
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/// Performs any arbitrary actions needed every frame, such as animations, texture manipulations or state
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/// updates.
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/// </summary>
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/// <param name="deltaTime">The time (in thousands of a second) taken to render the previous frame.</param>
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public void Tick(float deltaTime)
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{
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}
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/// <summary>
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/// Renders this actor within the current OpenGL context.
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/// </summary>
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/// <param name="ShaderProgramID">The ID of the currently active shader.</param>
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/// <param name="ViewMatrix">The camera view matrix, calulcated from the camera position.</param>
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/// <param name="ProjectionMatrix">The perspective projection currently in use.</param>
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public void Render(int ShaderProgramID, Matrix4 ViewMatrix, Matrix4 ProjectionMatrix)
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{
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// Enable the mesh vertex array
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GL.BindBuffer(BufferTarget.ArrayBuffer, Mesh.VertexBufferID);
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GL.EnableVertexAttribArray(0);
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GL.VertexAttribPointer(
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0,
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3,
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VertexAttribPointerType.Float,
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false,
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0,
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0);
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// Enable the normal attributes
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GL.EnableVertexAttribArray(3);
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GL.VertexAttribPointer(
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2,
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3,
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VertexAttribPointerType.Float,
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false,
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0,
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0);
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Matrix4 modelTranslation = Matrix4.CreateTranslation(Transform.Translation);
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Matrix4 modelScale = Matrix4.CreateScale(Transform.Scale);
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Matrix4 modelRotation = Matrix4.CreateFromQuaternion(Transform.Rotation);
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Matrix4 modelViewProjection = modelScale * modelRotation * modelTranslation * ViewMatrix * ProjectionMatrix;
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// Send the model matrix to the shader
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int projectionShaderVariableHandle = GL.GetUniformLocation(ShaderProgramID, "ModelViewProjection");
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GL.UniformMatrix4(projectionShaderVariableHandle, false, ref modelViewProjection);
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// Draw the model
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GL.DrawArrays(BeginMode.Triangles, 0, Mesh.GetVertexCount());
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// Release the attribute arrays
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GL.DisableVertexAttribArray(0);
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GL.DisableVertexAttribArray(3);
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}
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}
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} |