Esempio n. 1
0
        public void Load()
        {
            this.shader = Shader.CompileFromResource(
                "BlocksWorld.Shaders.ScreenSpace.vs",
                "BlocksWorld.Shaders.Texture.fs");

            this.vao = GL.GenVertexArray();
            this.vertexBuffer = GL.GenBuffer();
            this.texture = GL.GenTexture();

            GL.BindVertexArray(this.vao);
            {
                GL.BindBuffer(BufferTarget.ArrayBuffer, this.vertexBuffer);

                GL.EnableVertexAttribArray(0);
                GL.VertexAttribPointer(
                    0,
                    2,
                    VertexAttribPointerType.Float,
                    false,
                    0,
                    Vector2.SizeInBytes);
            }
            GL.BindVertexArray(0);

            GL.BindBuffer(BufferTarget.ArrayBuffer, this.vertexBuffer);
            {
                GL.BufferData(
                    BufferTarget.ArrayBuffer,
                    new IntPtr(Vector2.SizeInBytes * vertices.Length),
                    vertices,
                    BufferUsageHint.StaticDraw);
            }
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);

            GL.BindTexture(TextureTarget.Texture2D, this.texture);
            {
                GL.TexImage2D(
                    TextureTarget.Texture2D,
                    0,
                    PixelInternalFormat.Rgba,
                    this.backbuffer.Width, this.backbuffer.Height,
                    0,
                    PixelFormat.Bgra,
                    PixelType.UnsignedByte,
                    IntPtr.Zero);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
                GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            }
            GL.BindTexture(TextureTarget.Texture2D, 0);
        }
Esempio n. 2
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        public void Dispose()
        {
            GC.SuppressFinalize(this);
            if (this.vao != 0)
                GL.DeleteVertexArray(this.vao);
            if (this.buffer != 0)
                GL.DeleteBuffer(this.buffer);

            this.debugShader?.Dispose();

            this.vao = 0;
            this.buffer = 0;
            this.debugShader = null;
        }
Esempio n. 3
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        protected override void OnLoad()
        {
            this.objectShader = Shader.CompileFromResource(
                "BlocksWorld.Shaders.Object.vs",
                "BlocksWorld.Shaders.Object.fs");

            this.textures = TextureArray.LoadFromResource(
                "BlocksWorld.Textures.Models.png");

            this.debug.Load();
        }
Esempio n. 4
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        internal void Load()
        {
            this.debugShader = Shader.CompileFromResource(
                "BlocksWorld.Shaders.Object.vs",
                "BlocksWorld.Shaders.Debug.fs");

            this.buffer = GL.GenBuffer();
            this.vao = GL.GenVertexArray();

            GL.BindVertexArray(this.vao);
            {
                GL.BindBuffer(BufferTarget.ArrayBuffer, this.buffer);

                GL.EnableVertexAttribArray(0);
                GL.VertexAttribPointer(
                    0,
                    3,
                    VertexAttribPointerType.Float,
                    false,
                    Vector3.SizeInBytes,
                    0);
            }
            GL.BindVertexArray(0);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
        }
Esempio n. 5
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		protected override void OnLoad()
		{
			this.objectShader = Shader.CompileFromResource(
				"BlocksWorld.Shaders.Object.vs",
				"BlocksWorld.Shaders.Object.fs");

			this.blockTextures = TextureArray.LoadFromResource(
				"BlocksWorld.Textures.Blocks.png");
			this.modelTextures = TextureArray.LoadFromResource(
				"BlocksWorld.Textures.Models.png");

			this.playerModel = MeshModel.LoadFromResource(
				"BlocksWorld.Models.Player.bwm");

			this.debug.Load();
			this.worldRenderer.Load();
			this.ui.Load();
		}