public Model(ObjFile objModel, int groupNum, ShaderProgram program) { var group = objModel.Groups[groupNum]; var tempPos = new List<Vector3> (); var tempTex = new List<Vector2> (); foreach (ObjFace f in group.Faces) { foreach (ObjFaceVertex vert in f.Vertices) { tempPos.Add (objModel.Vertices[vert.VertexIndex - 1]); tempTex.Add (objModel.Textures[vert.TextureIndex - 1]); } } var v_pos = new GLBuffer<Vector3> (GLBufferSettings.StaticDraw3FloatArray, tempPos); var v_tex = new GLBuffer<Vector2> (GLBufferSettings.StaticDraw2FloatArray, tempTex); var m_ind = new GLBuffer<uint> (GLBufferSettings.StaticIndices, Array.ConvertAll<int, uint> (Enumerable.Range (0, tempPos.Count).ToArray (), x => (uint) x)); Geometry = new Geometry (BeginMode.Quads) .AddBuffer ("v_pos", v_pos) .AddBuffer ("v_tex", v_tex); Position = Vector3.Zero; Scale = Vector3.One; Rotation = Vector3.Zero; }
protected override void Initialize() { texture = Content.Load<Texture2D> ("particles_test.png", TextureConfiguration.Nearest); program = Content.Load<ShaderProgram> ("particle"); positions = new GLBuffer<Vector4> (GLBufferSettings.StaticDraw4FloatArray, pos); texCoords = new GLBuffer<Vector2> (GLBufferSettings.StaticDraw2FloatArray, textureCoords); colors = new GLBuffer<Vector4> (GLBufferSettings.StaticDraw4FloatArray, col); abo = GL.GenVertexArray (); GL.BindVertexArray (abo); positions.PointTo (program.Attrib ("v_pos")); texCoords.PointTo (program.Attrib ("v_tex")); colors.PointTo (program.Attrib ("v_col")); camera = new Camera (60f, Resolution, 0.1f, 64f); camera.SetRelativePosition (new Vector3 (0, 0, 5)); base.Initialize (); }
public void DrawRaw(ShaderProgram program, Matrix4 MVP) { Geometry.DrawRaw (program, MVP); }
/// <summary> /// Draw the specified program and camera. /// </summary> /// <param name="program">Program.</param> /// <param name="camera">Camera.</param> public void Draw(ShaderProgram program, Matrix4 VP) { // Draw the geometry Geometry.Draw (program, Matrix, VP); }
/// <summary> /// Draw the specified program and camera. /// </summary> /// <param name="program">Program.</param> /// <param name="camera">Camera.</param> public void Draw(ShaderProgram program, Camera camera) { // Draw the geometry Geometry.Draw (program, Matrix, camera); }
/// <summary> /// Initializes a new instance of the <see cref="nginz.SpriteBatch"/> class. /// </summary> /// <param name = "game">The game.</param> /// <param name="shader">Shader.</param> public SpriteBatch(Game game, ShaderProgram shader = null) { // Set the game Game = game; // Compile predefined shaders if no shader program is given if (shader == null) { var vertShader = new VertexShader (vert_source); var fragShader = new FragmentShader (frag_source); Program = new ShaderProgram (vertShader, fragShader); Program.Link (); } else Program = shader; // Create the optimal buffer settings var settings = new GLBufferSettings { AttribSize = 0, Hint = BufferUsageHint.DynamicDraw, Normalized = false, Offset = 0, Target = BufferTarget.ArrayBuffer, Type = VertexAttribPointerType.Float }; // Create temp variables for indices int indPtr = 0; var tempIndices = new uint[MAX_INDICES]; // Fill temporary indices for (uint i = 0; i < MAX_VERTICES; i += 4) { // Triangle 1 tempIndices [indPtr++] = i; tempIndices [indPtr++] = i + 1; tempIndices [indPtr++] = i + 2; // Triangle 2 tempIndices [indPtr++] = i + 1; tempIndices [indPtr++] = i + 3; tempIndices [indPtr++] = i + 2; } // Set camera InternalCamera = new Camera (60f, game.Resolution, 0, 16, type: ProjectionType.Orthographic); // Set current texture CurrentTexture = Texture2D.Dot; // Generate array buffer object abo = GL.GenVertexArray (); // Create vertex buffer object vbo = new GLBufferDynamic<Vertex2D> (settings, Vertex2D.Size, MAX_VERTICES); // Create index buffer object ibo = new GLBuffer<uint> (GLBufferSettings.DynamicIndices, tempIndices); // Initialize vertices Vertices = new Vertex2D[MAX_VERTICES]; framebuffer = new Framebuffer (FramebufferTarget.Framebuffer, Game.Resolution.Width, game.Resolution.Height) .AttachTexture (FboAttachment.DiffuseAttachment, DrawBuffersEnum.ColorAttachment0, PixelInternalFormat.Rgb, PixelFormat.Rgb, PixelType.UnsignedByte, InterpolationMode.Linear); }
/// <summary> /// Initializes a new instance of the <see cref="nginz.SpriteBatch"/> class. /// </summary> /// <param name = "game">The game.</param> /// <param name="shader">Shader.</param> public SpriteBatch(Game game, ShaderProgram shader = null) { // Set the game Game = game; // Compile predefined shaders if no shader program is given if (shader == null) { var vertShader = new VertexShader(vert_source); var fragShader = new FragmentShader(frag_source); Program = new ShaderProgram(vertShader, fragShader); Program.Link(); } else { Program = shader; } // Create the optimal buffer settings var settings = new GLBufferSettings { AttribSize = 0, Hint = BufferUsageHint.DynamicDraw, Normalized = false, Offset = 0, Target = BufferTarget.ArrayBuffer, Type = VertexAttribPointerType.Float }; // Create temp variables for indices int indPtr = 0; var tempIndices = new uint[MAX_INDICES]; // Fill temporary indices for (uint i = 0; i < MAX_VERTICES; i += 4) { // Triangle 1 tempIndices [indPtr++] = i; tempIndices [indPtr++] = i + 1; tempIndices [indPtr++] = i + 2; // Triangle 2 tempIndices [indPtr++] = i + 1; tempIndices [indPtr++] = i + 3; tempIndices [indPtr++] = i + 2; } // Set camera InternalCamera = new Camera(60f, game.Resolution, 0, 16, type: ProjectionType.Orthographic); // Set current texture CurrentTexture = Texture2D.Dot; // Generate array buffer object abo = GL.GenVertexArray(); // Create vertex buffer object vbo = new GLBufferDynamic <Vertex2D> (settings, Vertex2D.Size, MAX_VERTICES); // Create index buffer object ibo = new GLBuffer <uint> (GLBufferSettings.DynamicIndices, tempIndices); // Initialize vertices Vertices = new Vertex2D[MAX_VERTICES]; framebuffer = new Framebuffer(FramebufferTarget.Framebuffer, Game.Resolution.Width, game.Resolution.Height) .AttachTexture(FboAttachment.DiffuseAttachment, DrawBuffersEnum.ColorAttachment0, PixelInternalFormat.Rgb, PixelFormat.Rgb, PixelType.UnsignedByte, InterpolationMode.Linear); }