Example #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);
        }
Example #2
0
        void initShaders()
        {
            deformableObjShader           = new DeformablesShader("Shaders/objects.vert", "Shaders/objects.frag");
            deformableObjShader.ShadowMap = shadowMap;

            instancedObjShader           = new InstancedShader("Shaders/objInstanced.vert", "Shaders/objects.frag");
            instancedObjShader.ShadowMap = shadowMap;
            //objShader.DiffuseTexture = heolienneTex;

            shaderSharedData                = new UniformBufferObject <UBOSharedData> (BufferUsageHint.DynamicCopy);
            shaderSharedData.Datas.Color    = new Vector4(0.8f, 0.8f, 0.8f, 1.0f);
            shaderSharedData.Datas.Shared.X = 1.0f;
            shaderSharedData.Datas.SetPass(ShadingPass.Normal);
            shaderSharedData.Bind(0);

            fogData = new UniformBufferObject <UBOFogData> (
                UBOFogData.CreateUBOFogData(), BufferUsageHint.StaticCopy);
            fogData.Bind(1);

            material = new UniformBufferObject <UBOMaterialData> (BufferUsageHint.DynamicCopy);
            material.Bind(2);
        }
Example #3
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);
		}