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; } }
/// <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); }
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]; }