Esempio n. 1
0
        private bool disposedValue = false; // To detect redundant calls

        protected virtual void Dispose(bool disposing)
        {
            if (!disposedValue)
            {
                if (disposing)
                {
                    CurrentTexture.Dispose();
                    Dot.Dispose();
                }


                ibo = null;
                vbo = null;
                // TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
                // TODO: set large fields to null.

                disposedValue = true;
            }
        }
Esempio n. 2
0
        /// <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);
        }
Esempio n. 3
0
        public SpriteBatch(BaseGame game, ShaderProgram shader = null)
        {
            this.game = game;

            FOV = 60f;

            Orientation = Quaternion.Identity;
            Position    = Vector3.Zero;
            Resolution  = game.Resolution;

            ProjectionMatrix = Matrix4.CreateOrthographicOffCenter(0, Resolution.Width, Resolution.Height, 0, 0, 16);

            Dot = new Texture2D(TextureConfiguration.Nearest, 1, 1);
            Dot.SetData(new[] { Color4.White }, null, type: OpenTK.Graphics.OpenGL4.PixelType.Float);

            if (shader == null)
            {
                VertexShader   vert = new VertexShader(vert_source);
                FragmentShader frag = new FragmentShader(frag_source);
                program = new ShaderProgram(vert, frag);
                program.Link();
            }
            else
            {
                program = shader;
            }


            GLBufferSettings settings = new GLBufferSettings
            {
                AttribSize = 0,
                Hint       = BufferUsageHint.DynamicDraw,
                Normalized = false,
                Offset     = 0,
                Target     = BufferTarget.ArrayBuffer,
                Type       = VertexAttribPointerType.Float
            };

            int index = 0;

            uint[] tempIndices = new uint[MAX_INDICES];

            for (uint i = 0; i < MAX_VERTICES; i += 4)
            {
                // triangle 1
                tempIndices[index++] = i;
                tempIndices[index++] = i + 1;
                tempIndices[index++] = i + 2;

                // triangle 2
                tempIndices[index++] = i + 1;
                tempIndices[index++] = i + 3;
                tempIndices[index++] = i + 2;
            }

            CurrentTexture = Dot;

            abo = GL.GenVertexArray();

            vbo = new GLBufferDynamic <Vertex2D>(settings, Vertex2D.Size, MAX_VERTICES);

            ibo = new GLBuffer <uint>(GLBufferSettings.DynamicIndices, tempIndices);

            Vertices = new Vertex2D[MAX_VERTICES];
        }