public static ExtShaderProgram CreateShader(OpenGL gl, IShaderParameterIds parameters, string nameOfShaderFiles)
        {
            string vertexShaderPath   = ShaderProperties.ShaderPath + nameOfShaderFiles + ShaderProperties.VertexShaderExtension;
            string fragmentShaderPath = ShaderProperties.ShaderPath + nameOfShaderFiles + ShaderProperties.FragmentShaderExtension;

            return(CreateShader(gl, parameters, vertexShaderPath, fragmentShaderPath));
        }
        /// <summary>
        /// Create and add a new ShaderProgram from the given sources. 
        /// Call this function if you decide to add your own shaders.
        /// </summary>
        /// <param name="gl">The OpenGL</param>
        /// <param name="vertexShaderSource">The path to the vertex shader code.</param>
        /// <param name="fragmentShaderSource">The path to the fragment shader code.</param>
        /// <param name="shaderName">The name for the shader.</param>
        public static ExtShaderProgram CreateShader(OpenGL gl, IShaderParameterIds parameters, string vertexShaderSource, string fragmentShaderSource)
        {
            //  Create the per pixel shader.
            ShaderProgram shader = new ShaderProgram();
            shader.Create(gl,
                ManifestResourceLoader.LoadTextFile(vertexShaderSource),
                ManifestResourceLoader.LoadTextFile(fragmentShaderSource), _attributeLocations);

            return new ExtShaderProgram(shader, parameters);
        }
        /// <summary>
        /// Create and add a new ShaderProgram from the given sources.
        /// Call this function if you decide to add your own shaders.
        /// </summary>
        /// <param name="gl">The OpenGL</param>
        /// <param name="vertexShaderSource">The path to the vertex shader code.</param>
        /// <param name="fragmentShaderSource">The path to the fragment shader code.</param>
        /// <param name="shaderName">The name for the shader.</param>
        public static ExtShaderProgram CreateShader(OpenGL gl, IShaderParameterIds parameters, string vertexShaderSource, string fragmentShaderSource)
        {
            //  Create the per pixel shader.
            ShaderProgram shader = new ShaderProgram();

            shader.Create(gl,
                          ManifestResourceLoader.LoadTextFile(vertexShaderSource),
                          ManifestResourceLoader.LoadTextFile(fragmentShaderSource), _attributeLocations);

            return(new ExtShaderProgram(shader, parameters));
        }
 public static ExtShaderProgram CreateShader(OpenGL gl, IShaderParameterIds parameters, string nameOfShaderFiles)
 {
     string vertexShaderPath = ShaderProperties.ShaderPath + nameOfShaderFiles + ShaderProperties.VertexShaderExtension;
     string fragmentShaderPath = ShaderProperties.ShaderPath + nameOfShaderFiles + ShaderProperties.FragmentShaderExtension;
     return CreateShader(gl, parameters, vertexShaderPath, fragmentShaderPath);
 }
Ejemplo n.º 5
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 public ExtShaderProgram(ShaderProgram program, IShaderParameterIds parameters)
 {
     Program    = program;
     Parameters = parameters;
 }
Ejemplo n.º 6
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 /// <summary>
 /// Deletes the shaderprogram van the GL and clears the parameters of this object.
 /// </summary>
 public void Dispose()
 {
     Program.Delete(_gl);
     Program    = null;
     Parameters = null;
 }
 public ExtShaderProgram(ShaderProgram program, IShaderParameterIds parameters)
 {
     Program = program;
     Parameters = parameters;
 }