public UIAbilityIconProgram( ) : base("ui_abilityicon.vert", "ui_abilityicon.frag") { mvpMatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpMatrix"); baseTextureCoordsHandle = new AttributeHandle(glProgram, "a_baseTexcoord"); ampTextureCoordsHandle = new AttributeHandle(glProgram, "a_ampTexcoord"); baseTextureHandle = new TextureHandle(glProgram, "u_baseTexture"); ampTextureHandle = new TextureHandle(glProgram, "u_ampTexture"); }
public string GetAttributeNameFromHandle(AttributeHandle hAttribute) { Attributes attr = GetAttributeIdFromHandle(hAttribute); return GetAttributeNameFromId(attr); }
public Attributes GetAttributeIdFromHandle(AttributeHandle hAttribute) { if(_idHandleIndex.ExistSecond(hAttribute)) { return _idHandleIndex.GetBySecond(hAttribute); } return Attributes.Unknown; }
public void Bind(AttributeHandle attribute) { Bind(attribute.Location); }
protected override WISE_RESULT OnUpdateAttribute(DateTime timeStamp, DatabaseHandle hDatabase, ObjectHandle hObject, ClassHandle hClass, AttributeHandle hAttribute, object value, AttributeQualityCode quality, TransactionHandle hTransaction) { WISE_RESULT result = WISEError.WISE_OK; // Call base class implementation result = base.OnUpdateAttribute(timeStamp, hDatabase, hObject, hClass, hAttribute, value, quality, hTransaction); WISEError.CheckCallFailedEx(result); //string myValue = string.Empty; //AttributeHandle myAttributeHandle = AttributeHandle.Invalid; //this.WISE.GetAttributeHandle(hDatabase, hObject, "SomeAttribute", ref myAttributeHandle); //this.WISE.GetAttributeValue(hDatabase, hObject, myAttributeHandle, ref myValue); //global::CBRNSensors.EntityEquipmentSensorCBRNLCD stateObject = new global::CBRNSensors.EntityEquipmentSensorCBRNLCD(); //stateObject.CreateInstance(this.WISE, hDatabase); //stateObject.SensorState = //stateObject.AddToDatabase(hDatabase); return result; }
public ColorProgram( ) : base("color.vert", "color.frag") { mvpMatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix"); colorHandle = new AttributeHandle(glProgram, "a_color"); }
public TextureProgram(string vertexShader, string fragmentShader) : base(vertexShader, fragmentShader) { textureCoordsHandle = new AttributeHandle(glProgram, "a_texcoord"); textureHandle = new TextureHandle(glProgram); }
public ColorProgram( ) : base(Assets.GetVertexShader("color"), Assets.GetFragmentShader("color")) { mvpMatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix"); colorHandle = new AttributeHandle(glProgram, "a_color"); }
public Program(string vertexShader, string fragmentShader) { glProgram = CompileProgram(vertexShader, fragmentShader); positionHandle = new AttributeHandle(glProgram, "a_position"); }
public TextureProgram(int vertexBuffer, int fragmentBuffer) : base(vertexBuffer, fragmentBuffer) { textureCoordsHandle = new AttributeHandle(glProgram, "a_texcoord"); textureHandle = new TextureHandle(glProgram); }
public Program(int vertexBuffer, int fragmentBuffer) { glProgram = CompileProgram(vertexBuffer, fragmentBuffer); positionHandle = new AttributeHandle(glProgram, "a_position"); }
public ParticleProgram() : base(Assets.GetVertexShader("particle"), Assets.GetFragmentShader("particle")) { sizeHandle = new AttributeHandle(glProgram, "a_size"); colorHandle = new AttributeHandle(glProgram, "a_color"); matrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix"); }