Ejemplo n.º 1
0
        public void Setup(MShader shader)
        {
            _shader      = shader;
            CurrentModel = new Cube();
            CurrentModel.Setup();

            _camera = new MCamera();
            _camera.Setup();

            _geoShader = new MGeomShader();
            _geoShader.Setup();


            // configure depth map FBO
            // -----------------------

            GL.Enable(EnableCap.DepthTest);

            //GL.GenFramebuffers(1, out depthMapFBO);

            //GL.GenTextures(1, out depthMap);
            //GL.BindTexture(TextureTarget.Texture2D, depthMap);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)OpenTK.Graphics.ES11.TextureWrapMode.Clamp);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)OpenTK.Graphics.ES11.TextureWrapMode.Clamp);
            //GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent,
            //         1024, 1024, 0, PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero);
            //GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureCompareFunc, CompareFun.GL_LEQUAL);

            float[] borderColor = { 1.0f, 0.0f, 0.0f, 1.0f };
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor);

            // attach depth texture as FBO's depth buffer
            //GL.BindFramebuffer(FramebufferTarget.Framebuffer, depthMapFBO);
            //GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, TextureTarget.Texture2D, depthMap, 0);
            //GL.DrawBuffer(DrawBufferMode.None);
            //GL.ReadBuffer(ReadBufferMode.None);
            //GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);

            shader = new MShader("shader");


            //simpleDepthShader = new MShader("simpleDepthShader");
            //simpleDepthShader.Load("shadow_mapping_depth.vs", "shadow_mapping_depth.fs");


            //debugDepthQuad = new MShader("debugDepthQuad");
            //debugDepthQuad.Load("debug_quad.vs", "debug_quad.fs");
            //debugDepthQuad.Bind();
            //debugDepthQuad.SetInt("depthMap", 0);

            _texture = new MTexture();
            _texture.Setup(@"textures\wood.png", @"textures\asteroid01.jpg");
            Globals.texture = _texture;

            IsSetup = true;
        }
Ejemplo n.º 2
0
 private void Form1_Load(object sender, EventArgs e)
 {
     shader = new MShader("shader");
     renderer.Setup(shader);
     _editor.Setup(FragmentShaderEditor, VertexEditor, shader);
     _editor.SetFragShaderEditorStyle(new FastColoredTextBoxNS.TextChangedEventArgs(new FastColoredTextBoxNS.Range(FragmentShaderEditor)));
     _editor.SetVertexEditorStyle(new FastColoredTextBoxNS.TextChangedEventArgs(new FastColoredTextBoxNS.Range(VertexEditor)));
 }
Ejemplo n.º 3
0
 public void Setup(FastColoredTextBoxNS.FastColoredTextBox in_fragEditor,
                   FastColoredTextBoxNS.FastColoredTextBox in_vertexeditor,
                   MShader shader)
 {
     frageditor   = in_fragEditor;
     vertexeditor = in_vertexeditor;
     _shader      = shader;
     LoadFragment();
     LoadVertexShader();
 }