Ejemplo n.º 1
0
        void initShaders()
        {
            shader = new ShadingProgram();

            uboShaderSharedData = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.UniformBuffer, uboShaderSharedData);
            GL.BufferData(BufferTarget.UniformBuffer, Marshal.SizeOf(shaderSharedData),
                          ref shaderSharedData, BufferUsageHint.DynamicCopy);
            GL.BindBuffer(BufferTarget.UniformBuffer, 0);
            GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, uboShaderSharedData);

            fogData    = UBOFogData.CreateUBOFogData();
            uboFogData = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.UniformBuffer, uboFogData);
            GL.BufferData(BufferTarget.UniformBuffer, Marshal.SizeOf(fogData),
                          ref fogData, BufferUsageHint.StaticCopy);
            GL.BindBuffer(BufferTarget.UniformBuffer, 0);
            GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 1, uboFogData);
        }
Ejemplo n.º 2
0
 public void Initialize()
 {
     _box      = new Box();
     _gpuSpace = new GpuSpace(DiscreteBounds.OfSize(30, 30, 30));
     _program  = new ShadingProgram();
 }
Ejemplo n.º 3
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 public void UseShader(ShadingProgram program)
 {
 }
Ejemplo n.º 4
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 public void UseShader(ShadingProgram program)
 {
     Core.Renderer.UseShader(program);
 }
Ejemplo n.º 5
0
 internal BufferArray(DrawObject obj) : base(obj.vertex, obj.texture, obj.color, obj.elemCount)
 {
     texture = obj.textureObj;
     program = obj.shader;
 }
Ejemplo n.º 6
0
		void initShaders()
		{
			shader = new ShadingProgram ();

			uboShaderSharedData = GL.GenBuffer ();
			GL.BindBuffer (BufferTarget.UniformBuffer, uboShaderSharedData);
			GL.BufferData(BufferTarget.UniformBuffer,Marshal.SizeOf(shaderSharedData),
					ref shaderSharedData, BufferUsageHint.DynamicCopy);
			GL.BindBuffer (BufferTarget.UniformBuffer, 0);
			GL.BindBufferBase (BufferRangeTarget.UniformBuffer, 0, uboShaderSharedData);

			fogData = UBOFogData.CreateUBOFogData();
			uboFogData = GL.GenBuffer ();
			GL.BindBuffer (BufferTarget.UniformBuffer, uboFogData);
			GL.BufferData(BufferTarget.UniformBuffer,Marshal.SizeOf(fogData),
				ref fogData, BufferUsageHint.StaticCopy);
			GL.BindBuffer (BufferTarget.UniformBuffer, 0);
			GL.BindBufferBase (BufferRangeTarget.UniformBuffer, 1, uboFogData);
		}
Ejemplo n.º 7
0
 /// <summary>
 /// Use shading program for drawing
 /// </summary>
 /// <param name="program">Shading program to use</param>
 public static void UseShader(ShadingProgram program)
 {
     renderer_use_program(program == null ? 0 : program.Id);
 }