Esempio n. 1
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 public MyPointSpriteShaderProgram()
 {
     _handle          = ShaderTools.CreateShaderProgramFromRes("content.shader.vert", "content.shader.frag", "content.shader.geom");
     _locTime         = GL.GetUniformLocation(_handle, "time");
     _locPointSize    = GL.GetUniformLocation(_handle, "pointSize");
     LocationPosition = GL.GetAttribLocation(_handle, "position");
     LocationVelocity = GL.GetAttribLocation(_handle, "velocity");
 }
Esempio n. 2
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 public MyCameraShaderProgram()
 {
     _handle = ShaderTools.CreateShaderProgramFromResource("content.shader.vert", "content.shader.frag");
     LocationModelViewProjection = GL.GetUniformLocation(_handle, "modelViewProjection");
     LocationInstancePosition    = GL.GetAttribLocation(_handle, "instancePosition");
     LocationPosition            = GL.GetAttribLocation(_handle, "position");
     LocationNormal   = GL.GetAttribLocation(_handle, "normal");
     LocationTexCoord = GL.GetAttribLocation(_handle, "texCoord");
 }
Esempio n. 3
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        private static void Main()
        {
            var window        = new GameWindow(512, 512);      // window with size 512x512 pixel
            var shaderProgram = ShaderTools.CreateShaderProgram(vertexShaderSource, fragmentShaderSource);

            void Draw(object sender, FrameEventArgs args)
            {
                //clear screen - what happens without?
                GL.Clear(ClearBufferMask.ColorBufferBit);
                GL.UseProgram(shaderProgram);
                GL.DrawArrays(PrimitiveType.Quads, 0, 4);
                window.SwapBuffers();                 // buffer swap needed for double buffering
            }

            window.RenderFrame += Draw;             // called once each frame; callback should contain drawing code
            window.Run();
            GL.DeleteProgram(shaderProgram);
        }