Esempio n. 1
0
        static MscClient()
        {
            DefaultResourceLocator.AddManifestResourceLoader(ManifestResourceLoader.GetResourceLoader(typeof(ClientResourceLocator).Assembly, "theori.Resources"));
            DefaultResourceLocator.AddManifestResourceLoader(ManifestResourceLoader.GetResourceLoader(typeof(MscClient).Assembly, "Museclone.Resources"));

            ScriptService.RegisterType <Highway>();
        }
        protected void InitializeShader(out ShaderProgram shaderProgram)
        {
            var    vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"DemoSimplePointSpriteElement.vert");
            string fragmentShaderSource = string.Empty;

            switch (this.fragShaderType)
            {
            case FragShaderType.Simple:
                fragmentShaderSource = ManifestResourceLoader.LoadTextFile(
                    @"DemoSimplePointSpriteElement_Simple.frag");
                break;

            case FragShaderType.Analytic:
                fragmentShaderSource = ManifestResourceLoader.LoadTextFile(
                    @"DemoSimplePointSpriteElement_Analytic.frag");
                break;

            default:
                throw new NotImplementedException();
            }

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            shaderProgram.AssertValid();
        }
Esempio n. 3
0
        /// <summary>
        /// Create a text renderer.
        /// </summary>
        /// <param name="maxCharCount">Max char count to display for this label. Careful to set this value because greater <paramref name="maxCharCount"/> means more space ocupied in GPU nemory.</param>
        /// <param name="labelHeight">Label height(in pixels)</param>
        /// <param name="fontTexture">Use which font to render text?</param>
        /// <returns></returns>
        public static TextRenderer Create(int maxCharCount = 64, int labelHeight = 32, IFontTexture fontTexture = null)
        {
            if (fontTexture == null)
            {
                fontTexture = FontTexture.Default;
            }                                                              // FontResource.Default; }

            var shaderCodes = new ShaderCode[2];

            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources.TextModel.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources.TextModel.frag"), ShaderType.FragmentShader);
            var provider = new ShaderCodeArray(shaderCodes);
            var map      = new AttributeMap();

            map.Add("position", TextModel.strPosition);
            map.Add("uv", TextModel.strUV);
            var model    = new TextModel(maxCharCount);
            var renderer = new TextRenderer(model, provider, map);

            renderer.fontTexture = fontTexture;

            return(renderer);
        }
Esempio n. 4
0
        /// <summary>
        /// Create a label renderer.
        /// </summary>
        /// <param name="maxCharCount">Max char count to display for this label. Careful to set this value because greater <paramref name="maxCharCount"/> means more space ocupied in GPU nemory.</param>
        /// <param name="labelHeight">Label height(in pixels)</param>
        /// <param name="fontTexture">Use which font to render text?</param>
        /// <returns></returns>
        public static LabelRenderer Create(int maxCharCount = 64, int labelHeight = 32, IFontTexture fontTexture = null)
        {
            if (fontTexture == null)
            {
                fontTexture = FontTexture.Default;
            }

            var model = new TextModel(maxCharCount);

            var shaderCodes = new ShaderCode[2];

            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources\Label.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources\Label.frag"), ShaderType.FragmentShader);
            var provider = new ShaderCodeArray(shaderCodes);
            var map      = new AttributeMap();

            map.Add("in_Position", TextModel.strPosition);
            map.Add("in_UV", TextModel.strUV);

            var blendState = new BlendState(BlendingSourceFactor.SourceAlpha, BlendingDestinationFactor.One);

            var renderer = new LabelRenderer(model, provider, map, blendState);

            renderer.blendState  = blendState;
            renderer.fontTexture = fontTexture;
            renderer.LabelHeight = labelHeight;

            return(renderer);
        }
Esempio n. 5
0
        /// <summary>
        /// Gets shader's source code for color coded picking.
        /// </summary>
        /// <param name="shaderType"></param>
        /// <returns></returns>
        public static string GetShaderSource(ShaderTypes shaderType)
        {
            string result = string.Empty;

            switch (shaderType)
            {
            case ShaderTypes.VertexShader:
                if (vertexShader == null)
                {
                    vertexShader = ManifestResourceLoader.LoadTextFile(@"PickingShader.vert");
                }
                result = vertexShader;
                break;

            case ShaderTypes.FragmentShader:
                if (fragmentShader == null)
                {
                    fragmentShader = ManifestResourceLoader.LoadTextFile(@"PickingShader.frag");
                }
                result = fragmentShader;
                break;

            default:
                throw new NotImplementedException();
            }

            return(result);
        }
Esempio n. 6
0
        public static CodeShader LoadShaderSourceCode(string shaderName, CodeShader.GLSLShaderType shaderType)
        {
            CodeShader result = null;

            switch (shaderType)
            {
            case CodeShader.GLSLShaderType.VertexShader:
                result = new CodeShader(ManifestResourceLoader.LoadTextFile(string.Format(
                                                                                "{0}.{0}.vert", shaderName)), CodeShader.GLSLShaderType.VertexShader);
                break;

            case CodeShader.GLSLShaderType.GeometryShader:
                result = new CodeShader(ManifestResourceLoader.LoadTextFile(string.Format(
                                                                                "{0}.{0}.geom", shaderName)), CodeShader.GLSLShaderType.GeometryShader);
                break;

            case CodeShader.GLSLShaderType.FragmentShader:
                result = new CodeShader(ManifestResourceLoader.LoadTextFile(string.Format(
                                                                                "{0}.{0}.frag", shaderName)), CodeShader.GLSLShaderType.FragmentShader);
                break;

            default:
                break;
            }

            return(result);
        }
Esempio n. 7
0
        private void InitializeOpenGL(OpenGL gl, int width, int height)
        {
            //  Set a blue clear colour.
            this.gl = gl;
            gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            gl.PolygonMode(SharpGL.Enumerations.FaceMode.Front, SharpGL.Enumerations.PolygonMode.Lines);
            gl.Enable(OpenGL.GL_CULL_FACE);
            gl.CullFace(OpenGL.GL_BACK);

            //  Create the shader program.
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile("OpenGLRenderer\\Shaders\\VertexShader - Copy.glsl");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile("OpenGLRenderer\\Shaders\\FragmentShader - Copy.glsl");

            //for(int i = 0; i<100; i++) {
            shaderProgram = new ShaderProgram();
            //var shaderTime = _stopwatch.ElapsedMilliseconds;
            shaderProgram.Create(gl, vertexShaderSource, fragmentShaderSource, null);
            //File.AppendAllText("shader" + ".txt", (_stopwatch.ElapsedMilliseconds - shaderTime).ToString() + "\n");
            //}

            shaderProgram.BindAttributeLocation(gl, attributeIndexPosition, "in_Position");
            shaderProgram.BindAttributeLocation(gl, attributeIndexColour, "in_Color");
            shaderProgram.BindAttributeLocation(gl, attributeIndexNormal, "in_Normal");
            shaderProgram.AssertValid(gl);
            //  Now create the geometry for the square.
            _poStructs = new List <poStruct>();
            foreach (var po in _primordialObject)
            {
                _poStructs.Add(new poStruct
                {
                    _vertexBufferArray = CreateVertexBufferArray(gl, po),
                    _primordialObject  = po
                });
            }
        }
Esempio n. 8
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="anchor"></param>
        /// <param name="margin"></param>
        /// <param name="size"></param>
        /// <param name="zNear"></param>
        /// <param name="zFar"></param>
        /// <param name="fontTexture"></param>
        /// <param name="maxCharCount"></param>
        public UIText(
            System.Windows.Forms.AnchorStyles anchor, System.Windows.Forms.Padding margin,
            System.Drawing.Size size, int zNear, int zFar, IFontTexture fontTexture = null, int maxCharCount = 100)
            : base(anchor, margin, size, zNear, zFar)
        {
            if (fontTexture == null)
            {
                this.fontTexture = FontTexture.Default;
            }                                          // FontResource.Default; }
            else
            {
                this.fontTexture = fontTexture;
            }

            var shaderCodes = new ShaderCode[2];

            shaderCodes[0] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources.TextModel.vert"), ShaderType.VertexShader);
            shaderCodes[1] = new ShaderCode(ManifestResourceLoader.LoadTextFile(
                                                @"Resources.TextModel.frag"), ShaderType.FragmentShader);
            var map = new AttributeMap();

            map.Add("position", TextModel.strPosition);
            map.Add("uv", TextModel.strUV);
            var model    = new TextModel(maxCharCount);
            var renderer = new Renderer(model, shaderCodes, map);

            this.textModel = model;
            this.Renderer  = renderer;
        }
        private ShaderProgram InitShader(OpenGL gl, RenderMode renderMode)
        {
            String        vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"Grids.HexahedronGrid.vert");
            String        fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"Grids.HexahedronGrid.frag");
            ShaderProgram shaderProgram        = new ShaderProgram();

            shaderProgram.Create(gl, vertexShaderSource, fragmentShaderSource, null);
            //shaderProgram.BindAttributeLocation(gl, ATTRIB_INDEX_POSITION, in_position);
            //shaderProgram.BindAttributeLocation(gl, ATTRIB_INDEX_COLOUR, in_uv);
            {
                int location = shaderProgram.GetAttributeLocation(gl, in_Position);
                if (location < 0)
                {
                    throw new ArgumentException();
                }
                this.ATTRIB_INDEX_POSITION = (uint)location;
            }
            {
                int location = shaderProgram.GetAttributeLocation(gl, in_uv);
                if (location < 0)
                {
                    throw new ArgumentException();
                }
                this.ATTRIB_INDEX_UV = (uint)location;
            }
            shaderProgram.AssertValid(gl);
            return(shaderProgram);
        }
Esempio n. 10
0
        protected void InitializeShader(out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"DoubleTexture.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"DoubleTexture.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);
        }
        protected void InitializeShader(out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile("DiffuseReflectionPointLight.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile("DiffuseReflectionPointLight.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);
        }
Esempio n. 12
0
        static ClientSkinService()
        {
            DefaultSkin = new ClientResourceLocator("skins/user-custom", "materials/basic");
            DefaultSkin.AddManifestResourceLoader(ManifestResourceLoader.GetResourceLoader(typeof(ClientResourceLocator).Assembly, "theori.Resources"));
            DefaultSkin.AddManifestResourceLoader(ManifestResourceLoader.GetResourceLoader(typeof(NscClient).Assembly, "NeuroSonic.Resources"));

            CurrentlySelectedSkin = DefaultSkin;
        }
Esempio n. 13
0
        void InitializeShader(out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"DemoVolumeRendering02.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"DemoVolumeRendering02.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);
        }
Esempio n. 14
0
        protected void InitializeShader(out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"SceneElements.AxisElement2.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"SceneElements.AxisElement2.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);
        }
Esempio n. 15
0
        protected void InitializeShader(out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"Renderers.Polkadot3d.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"Renderers.Polkadot3d.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);
        }
Esempio n. 16
0
        protected void InitializeShader(out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile("DemoText.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile("DemoText.frag");
            var geometryShaderSource = ManifestResourceLoader.LoadTextFile("DemoText.geom");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, geometryShaderSource);
        }
Esempio n. 17
0
        public static PropertyNameMap LoadPropertyNameMap(string shaderName)
        {
            string content = ManifestResourceLoader.LoadTextFile(string.Format(
                                                                     "{0}.{0}.PropertyNameMap.xml", shaderName));

            PropertyNameMap result = PropertyNameMap.Parse(XElement.Parse(content));

            return(result);
        }
Esempio n. 18
0
        protected void InitializeShader(OpenGL gl, out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"TexturedCube.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"TexturedCube.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(gl, vertexShaderSource, fragmentShaderSource, null);
            shaderProgram.AssertValid(gl);
        }
Esempio n. 19
0
        protected void InitializeShader(out ShaderProgram shaderProgram)
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"DemoTexImage2D.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"DemoTexImage2D.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            shaderProgram.AssertValid();
        }
Esempio n. 20
0
        private void InitShaderProgram()
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"WholeFontTextureElement.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"WholeFontTextureElement.frag");
            var shaderProgram        = new ShaderProgram();

            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            this.shaderProgram = shaderProgram;
        }
Esempio n. 21
0
        protected ShaderProgram InitializeShader()
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"UIs.SimpleUICube.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"UIs.SimpleUICube.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            return(shaderProgram);
        }
Esempio n. 22
0
        protected ShaderProgram InitializeShader()
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"DemoHexahedron2Element.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"DemoHexahedron2Element.frag");

            var shaderProgram = new ShaderProgram();

            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            return(shaderProgram);
        }
        /// <summary>
        /// Create and add a new ShaderProgram from the given sources.
        /// Call this function if you decide to add your own shaders.
        /// </summary>
        /// <param name="gl">The OpenGL</param>
        /// <param name="vertexShaderSource">The path to the vertex shader code.</param>
        /// <param name="fragmentShaderSource">The path to the fragment shader code.</param>
        /// <param name="shaderName">The name for the shader.</param>
        public static ExtShaderProgram CreateShader(OpenGL gl, IShaderParameterIds parameters, string vertexShaderSource, string fragmentShaderSource)
        {
            //  Create the per pixel shader.
            ShaderProgram shader = new ShaderProgram();

            shader.Create(gl,
                          ManifestResourceLoader.LoadTextFile(vertexShaderSource),
                          ManifestResourceLoader.LoadTextFile(fragmentShaderSource), _attributeLocations);

            return(new ExtShaderProgram(shader, parameters));
        }
Esempio n. 24
0
        private void InitShaderProgram()
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"SceneElements.FontElement.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"SceneElements.FontElement.frag");
            var shaderProgram        = new ShaderProgram();

            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            shaderProgram.AssertValid();

            this.shaderProgram = shaderProgram;
        }
Esempio n. 25
0
        private void InitShaderProgram()
        {
            //  Create the shader program.
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"PointSpriteStringElement.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"PointSpriteStringElement.frag");
            var shaderProgram        = new ShaderProgram();

            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);
            this.attributeIndexPosition = shaderProgram.GetAttributeLocation("in_Position");
            shaderProgram.AssertValid();
            this.shaderProgram = shaderProgram;
        }
Esempio n. 26
0
        private FontResource()
        {
            this.FontBitmap = ManifestResourceLoader.LoadBitmap("LucidaTypewriterRegular.ttf.png");

            string   xmlContent = ManifestResourceLoader.LoadTextFile("LucidaTypewriterRegular.ttf.xml");
            XElement xElement   = XElement.Parse(xmlContent, LoadOptions.None);

            this.FontHeight   = int.Parse(xElement.Attribute(strFontHeight).Value);
            this.FirstChar    = (char)int.Parse(xElement.Attribute(strFirstChar).Value);
            this.LastChar     = (char)int.Parse(xElement.Attribute(strLastChar).Value);
            this.CharInfoDict = CharacterInfoDictHelper.Parse(
                xElement.Element(CharacterInfoDictHelper.strCharacterInfoDict));
        }
        protected ShaderProgram InitializeShader()
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"DemoColorCodedPickingElement.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"DemoColorCodedPickingElement.frag");

            var shaderProgram = new ShaderProgram();

            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            shaderProgram.AssertValid();

            return(shaderProgram);
        }
Esempio n. 28
0
        protected ShaderProgram InitializeShader()
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"UIs.SimpleUIColorIndicatorBar.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"UIs.SimpleUIColorIndicatorBar.frag");

            shaderProgram = new ShaderProgram();
            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            in_PositionLocation = shaderProgram.GetAttributeLocation(strin_Position);
            in_ColorLocation    = shaderProgram.GetAttributeLocation(strin_Color);

            return(shaderProgram);
        }
Esempio n. 29
0
        //static readonly object synObj = new object();

        public static ShaderProgram GetPickingShaderProgram()
        {
            var    vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"ColorCodedPicking.PickingShader.vert");
            string fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"ColorCodedPicking.PickingShader.frag");

            var shaderProgram = new ShaderProgram();

            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            shaderProgram.AssertValid();

            return(shaderProgram);
        }
Esempio n. 30
0
        protected ShaderProgram InitializeShader()
        {
            var vertexShaderSource   = ManifestResourceLoader.LoadTextFile(@"DemoHexahedron1Element.vert");
            var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"DemoHexahedron1Element.frag");

            var shaderProgram = new ShaderProgram();

            shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);

            this.in_PositionLocation     = shaderProgram.GetAttributeLocation(strin_Position);
            this.in_ColorLocation        = shaderProgram.GetAttributeLocation(strin_Color);
            this.renderWireframeLocation = shaderProgram.GetUniformLocation("renderWirframe");

            return(shaderProgram);
        }