Exemple #1
0
        private void PlatformCreateShaders()
        {
            GLDebug.CheckAccess();

            var vertexShaderHandle   = GL.CreateShader(ShaderType.VertexShader);
            var fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader);

            GL.ShaderSource(vertexShaderHandle, vertexShaderSource);
            GL.ShaderSource(fragmentShaderHandle, fragmentShaderSource);

            GL.CompileShader(vertexShaderHandle);
            GL.CompileShader(fragmentShaderHandle);

            // Create program
            shaderProgramHandle = GL.CreateProgram();

            GL.AttachShader(shaderProgramHandle, vertexShaderHandle);
            GL.AttachShader(shaderProgramHandle, fragmentShaderHandle);

            GL.BindAttribLocation(shaderProgramHandle, 0, "in_position");
            GL.BindAttribLocation(shaderProgramHandle, 1, "in_color");
            GL.BindAttribLocation(shaderProgramHandle, 2, "in_uv");

            GL.LinkProgram(shaderProgramHandle);

            Debug.WriteLine(GL.GetProgramInfoLog(shaderProgramHandle));
            GL.UseProgram(shaderProgramHandle);

            // Set uniforms
            transformLocation = GL.GetUniformLocation(shaderProgramHandle, "transform");
        }
Exemple #2
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        private void PlatformDispose()
        {
            GLDebug.CheckAccess();

            GL.DeleteBuffer(vertexBufferId);
            GL.DeleteProgram(shaderProgramHandle);
        }
        private Texture PlatformCreateTexture(TextureContent data)
        {
            GLDebug.CheckAccess();

            var texture = GL.GenTexture();

            GL.BindTexture(TextureTarget.Texture2D, texture);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, data.Pixels);

            return(new Texture(texture, data.Width, data.Height, data.Left, data.Right, data.Top, data.Bottom, data.IsTransparent));
        }
Exemple #4
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        private unsafe void PlatformDraw(Vertex *pVertex, ushort *pIndex, int vertexCount, int indexCount, int texture, bool isTransparent)
        {
            GLDebug.CheckAccess();

            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertexCount * Vertex.SizeInBytes), (IntPtr)pVertex, BufferUsageHint.StaticDraw);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indexCount * sizeof(ushort)), (IntPtr)pIndex, BufferUsageHint.StaticDraw);

            GL.BindTexture(TextureTarget.Texture2D, texture);

            if (isTransparent)
            {
                GL.Enable(EnableCap.Blend);
                GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);
            }
            else
            {
                GL.Disable(EnableCap.Blend);
            }

            GL.DrawElements(BeginMode.Triangles, indexCount, DrawElementsType.UnsignedShort, 0);
        }
Exemple #5
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        private unsafe void PlatformBeginDraw(ref Matrix4x4 projection)
        {
            GLDebug.CheckAccess();

            GL.UseProgram(shaderProgramHandle);

            GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferId);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBufferId);

            GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0);
            GL.VertexAttribPointer(1, 4, VertexAttribPointerType.UnsignedByte, true, Vertex.SizeInBytes, 8);
            GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 8 + 4);

            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);
            GL.EnableVertexAttribArray(2);

            fixed(float *ptr = &projection.M11)
            {
                GL.UniformMatrix4(transformLocation, 1, false, ptr);
            }
        }
Exemple #6
0
        private void PlatformCreateBuffers()
        {
            GLDebug.CheckAccess();

            vertexBufferId = GL.GenBuffer();
        }