Exemple #1
0
        public static FrameBuffer Create(Size size)
        {
            var f = new FrameBuffer();

            f.Create(size.Width, size.Height);
            return(f);
        }
Exemple #2
0
        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(.1f, .1f, .1f, 1.0f);

            GL.Enable(EnableCap.DepthTest);

            // ################################## Shader Setup
            this._shader = new Shader(ResourcePath + "Shaders\\shader.vert", ResourcePath + "Shaders\\shader.frag");
            this._postProcessingShaderNoEffect = new PostProcessingShader(ResourcePath + "Shaders\\postprocessNoEffect.vert", ResourcePath + "Shaders\\postprocessNoEffect.frag");
            this._postProcessingShader         = new PostProcessingShader(ResourcePath + "Shaders\\postprocess.vert", ResourcePath + "Shaders\\postprocess.frag");
            this._shader.Use();

            // ################################## Font Setup
            FontManager.LoadFonts(ResourcePath + "Fonts");
            this.ka1 = new Font(FontManager.GetFontFamilyByName("Karmatic Arcade"), 24);

            renderer = new TextRenderer(Width, Height);
            this.renderer.Clear(Color.Transparent);

            // ################################## Screen Setup

            this.Buffer  = FrameBuffer.Create(new Size(this.Width, this.Height));
            this._camera = new Camera(Vector3.UnitZ * 3, this.Width / (float)this.Height)
            {
                zFar = 1000f
            };

            // ################################## Scene Setup

            //this._mainBuffer = new ArrayBuffer( ref this._vertices, ref this._indices );
            //this._mainBuffer.ShaderSetup( ref this._shader, new[] { ( "aPosition", 3 ), ( "aTexCoord", 2 ) } );
            //this._mainBuffer.TextureSetupSetup( new[] { ResourcePath + "Resources\\container.png", ResourcePath + "Resources\\awesomeface.png" } );

            //Random r = new Random();
            //
            //for ( int i = 0; i < this._objectBuffers.Length; i++ ) {
            //    this._objectBuffers[i]                       =  new ArrayBuffer( ref this._vertices, ref this._indices );
            //    this._objectBuffers[i].TransformationsMatrix *= Matrix4.CreateTranslation( r.Next( 0, 20 ), r.Next( 0, 20 ), r.Next( 0, 20 ) );
            //    this._objectBuffers[i].ShaderSetup( ref this._shader, new[] { ( "aPosition", 3 ), ( "aTexCoord", 2 ) } );
            //    this._objectBuffers[i].TextureSetupSetup( new[] { ResourcePath + "Resources\\container.png", ResourcePath + "Resources\\awesomeface.png" } );
            //}
            var       bf = new BinaryFormatter();
            var       fs = File.Open(@"C:\Users\admin\Desktop\untitled.bmf", FileMode.Open);
            SceneData sd = (SceneData)bf.Deserialize(fs);

            fs.Close();

            List <ArrayBuffer> buffers = new List <ArrayBuffer>();

            foreach (var bufferInfo in sd.Meshes1)
            {
                var vt = bufferInfo.Data;
                var id = bufferInfo.Indices;

                ArrayBuffer buf = new ArrayBuffer(ref vt, ref id);
                buf.TransformationsMatrix = sd.TransFormMatrix;
                buf.ShaderSetup(ref this._shader, new[] { ("aPosition", 3), ("aTexCoord", 2) });