Ejemplo n.º 1
0
        public BackgroundShader(OpenGL gl)
            : base(gl)
        {
            _program = new ShaderProgram();
            var vertex = new VertexShader();
            var fragment = new FragmentShader();

            vertex.CreateInContext(gl);
            vertex.SetSource(File.ReadAllText("Shaders/Background.vert.glsl"));
            vertex.Compile();

            fragment.CreateInContext(gl);
            fragment.SetSource(File.ReadAllText("Shaders/Background.frag.glsl"));
            fragment.Compile();

            _program.CreateInContext(gl);
            _program.AttachShader(vertex);
            _program.AttachShader(fragment);
            _program.Link();

            Debug.WriteLine(_program.InfoLog);
            foreach (var attachedShader in _program.AttachedShaders)
            {
                Debug.WriteLine(attachedShader.InfoLog);
            }
        }
Ejemplo n.º 2
0
        private void OpenGLControl_OpenGLInitialized(object sender, OpenGLEventArgs args)
        {
            OpenGL gl = args.OpenGL;

            gl.Enable(OpenGL.GL_DEPTH_TEST);

            float[] global_ambient = new float[] { 0.5f, 0.5f, 0.5f, 1.0f };
            float[] light0pos = new float[] { 0.0f, 5.0f, 10.0f, 1.0f };
            float[] light0ambient = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
            float[] light0diffuse = new float[] { 0.3f, 0.3f, 0.3f, 1.0f };
            float[] light0specular = new float[] { 0.8f, 0.8f, 0.8f, 1.0f };

            float[] lmodel_ambient = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
            gl.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);

            gl.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, global_ambient);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, light0pos);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, light0ambient);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, light0diffuse);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_SPECULAR, light0specular);
            gl.Enable(OpenGL.GL_LIGHTING);
            gl.Enable(OpenGL.GL_LIGHT0);

            gl.ShadeModel(OpenGL.GL_SMOOTH);		

            //  Create a vertex shader.
            VertexShader vertexShader = new VertexShader();
            vertexShader.CreateInContext(gl);
            vertexShader.SetSource(
                "void main()" + Environment.NewLine +
                "{" + Environment.NewLine +
                "gl_Position = ftransform();" + Environment.NewLine +
                "}" + Environment.NewLine);

            //  Create a fragment shader.
            FragmentShader fragmentShader = new FragmentShader();
            fragmentShader.CreateInContext(gl);
            fragmentShader.SetSource(
                "void main()" + Environment.NewLine +
                "{" + Environment.NewLine +
                "gl_FragColor = vec4(0.4,0.4,0.8,1.0);" + Environment.NewLine +
                "}" + Environment.NewLine);

            //  Compile them both.
            vertexShader.Compile();
            fragmentShader.Compile();

            //  Build a program.
            program.CreateInContext(gl);

            //  Attach the shaders.
            program.AttachShader(vertexShader);
            program.AttachShader(fragmentShader);
            program.Link();
        }
Ejemplo n.º 3
0
        public OctreeShader(OpenGL gl)
            : base(gl)
        {
            _program = new ShaderProgram();
            var vertex = new VertexShader();
            var fragment = new FragmentShader();
            var geo = new GeometryShader();

            vertex.CreateInContext(gl);
            vertex.SetSource(File.ReadAllText("Shaders/Octree.vert.glsl"));
            vertex.Compile();

            fragment.CreateInContext(gl);
            fragment.SetSource(File.ReadAllText("Shaders/Octree.frag.glsl"));
            fragment.Compile();

            geo.CreateInContext(gl);
            geo.SetSource(File.ReadAllText("Shaders/Octree.geo.glsl"));
            geo.Compile();

            _program.CreateInContext(gl);
            _program.AttachShader(vertex);
            _program.AttachShader(fragment);
            _program.AttachShader(geo);
            _program.Link();

            Debug.WriteLine(_program.InfoLog);
            foreach (var attachedShader in _program.AttachedShaders)
            {
                Debug.WriteLine(attachedShader.InfoLog);
            }

            _modelLocation = gl.GetUniformLocation(_program.ProgramObject, "Model");
            _viewLocation = gl.GetUniformLocation(_program.ProgramObject, "View");
            _projectionLocation = gl.GetUniformLocation(_program.ProgramObject, "Projection");
        }
Ejemplo n.º 4
0
        public void CreateBasicShader(OpenGL _context)
        {
            //ThrowIfNull(_context);

            //  Create a vertex shader.
            VertexShader vertexShader = new VertexShader();
            vertexShader.CreateInContext(_context);
            vertexShader.SetSource(
                "void main()" + Environment.NewLine +
                "{" + Environment.NewLine +
                "gl_Position = ftransform();" + Environment.NewLine +
                "}" + Environment.NewLine);

            //  Create a fragment shader.
            FragmentShader fragmentShader = new FragmentShader();
            fragmentShader.CreateInContext(_context);
            fragmentShader.SetSource(
                "void main()" + Environment.NewLine +
                "{" + Environment.NewLine +
                "gl_FragColor = vec4(0.4,0.4,0.8,1.0);" + Environment.NewLine +
                "}" + Environment.NewLine);

            //  Compile them both.
            vertexShader.Compile();
            fragmentShader.Compile();

            //  Build a program.
            ShaderProgram.CreateInContext(_context);

            //  Attach the shaders.
            ShaderProgram.AttachShader(vertexShader);
            ShaderProgram.AttachShader(fragmentShader);
            ShaderProgram.Link();
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Sets the full shader source.
        /// </summary>
        /// <param name="source">The source.</param>
        public void SetFullShaderSource(string source)
        {
            //  To compile a full shader, we must have a file like this:
            //  -- Vertex
            //  <a vertex shader>
            //  -- Fragment
            //  <a fragment shader>

            //  Prepare the source code.
            string vertexShader = string.Empty;
            string fragmentShader = string.Empty;

            //  Keep track of what we're building, 0 is nothing
            //  1 is the vertex shader, 2 is the fragment shader.
            int code = 0;

            //  Go through the source line by line.
            var lines = source.Split('\n');
            foreach (var line in lines)
            {
                //  If the line is a vertex shader, switch to vertex mode.
                if (line.StartsWith("--") && line.Contains("Vertex"))
                {
                    code = 1;
                }
                else if (line.StartsWith("--") && line.Contains("Fragment"))
                {
                    code = 2;
                }
                else
                {
                    //  Add the line to the appropriate shader.
                    switch (code)
                    {
                        case 1:
                            vertexShader += line + Environment.NewLine;
                            break;
                        case 2:
                            fragmentShader += line + Environment.NewLine;
                            break;
                    }
                }
            }

            //  If we have a vertex shader, build it.
            if (string.IsNullOrEmpty(vertexShader) == false)
            {
                VertexShader shader = new VertexShader();
                shader.CreateInContext(CurrentOpenGLContext);
                shader.SetSource(vertexShader);
                AttachShader(shader);
            }
            if (string.IsNullOrEmpty(fragmentShader) == false)
            {
                FragmentShader shader = new FragmentShader();
                shader.CreateInContext(CurrentOpenGLContext);
                shader.SetSource(fragmentShader);
                AttachShader(shader);
            }
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Sets the full shader source.
        /// </summary>
        /// <param name="source">The source.</param>
        public void SetFullShaderSource(string source)
        {
            //  To compile a full shader, we must have a file like this:
            //  -- Vertex
            //  <a vertex shader>
            //  -- Fragment
            //  <a fragment shader>

            //  Prepare the source code.
            string vertexShader   = string.Empty;
            string fragmentShader = string.Empty;

            //  Keep track of what we're building, 0 is nothing
            //  1 is the vertex shader, 2 is the fragment shader.
            int code = 0;

            //  Go through the source line by line.
            var lines = source.Split('\n');

            foreach (var line in lines)
            {
                //  If the line is a vertex shader, switch to vertex mode.
                if (line.StartsWith("--") && line.Contains("Vertex"))
                {
                    code = 1;
                }
                else if (line.StartsWith("--") && line.Contains("Fragment"))
                {
                    code = 2;
                }
                else
                {
                    //  Add the line to the appropriate shader.
                    switch (code)
                    {
                    case 1:
                        vertexShader += line + Environment.NewLine;
                        break;

                    case 2:
                        fragmentShader += line + Environment.NewLine;
                        break;
                    }
                }
            }

            //  If we have a vertex shader, build it.
            if (string.IsNullOrEmpty(vertexShader) == false)
            {
                VertexShader shader = new VertexShader();
                shader.CreateInContext(CurrentOpenGLContext);
                shader.SetSource(vertexShader);
                AttachShader(shader);
            }
            if (string.IsNullOrEmpty(fragmentShader) == false)
            {
                FragmentShader shader = new FragmentShader();
                shader.CreateInContext(CurrentOpenGLContext);
                shader.SetSource(fragmentShader);
                AttachShader(shader);
            }
        }