private void BlendBuffer_Loading(object sender, EventArgs e) { vertexVBO = ScreenTri.Vertices().ToVBO(); indexVBO = ScreenTri.Indices().ToVBO(); this.sourcegbuffer.SetSlot(0, new GBuffer.TextureSlotParam(TextureTarget.Texture2D, PixelInternalFormat.Rgba, PixelFormat.Rgba, PixelType.UnsignedByte, false, new List <ITextureParameter> { new TextureParameterInt(TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear), new TextureParameterInt(TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear), new TextureParameterInt(TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge), new TextureParameterInt(TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge) })); this.sourcegbuffer.Init(this.Width, this.Height); InitTextures(); this.destinationgbuffer.SetSlot(0, frame[0]); this.destinationgbuffer.Init(this.Width, this.Height); this.gbufferCombiner = new GBufferCombiner(this.sourcegbuffer); this.Reload(); }
//public Func<Texture> GetTex2 { get; set; } = null; public TestComponent() { Resources.Add("tex1", tex1 = @"Resources/Textures/tex1.png".LoadImageToTextureRgba()); Resources.Add(shader = new ReloadableResource <ShaderProgram>("p1r", () => new ShaderProgram( "p1", "vertex", "", true, "testshader.glsl|vert", "testshader.glsl|frag" ), (s) => new ShaderProgram(s))); Resources.Add(vertexBuffer = BufferObject <Vector3> .CreateVertexBuffer("vbuf", ScreenTri.Vertices().ToArray())); Resources.Add(indexBuffer = BufferObject <uint> .CreateIndexBuffer("ibuf", ScreenTri.Indices().ToArray())); ModelMatrix = Matrix4.CreateTranslation(0.0f, 0.0f, -0.1f); ProjectionMatrix = Matrix4.CreateOrthographicOffCenter(0.0f, 1.0f, 0.0f, 1.0f, 0.001f, 2.0f); }