public void Attach(RenderHandle renderHandle)
 {
     // This component never renders, so we can ignore the renderHandle
 }
コード例 #2
0
ファイル: SectionContent.cs プロジェクト: vchy1997/aspnetcore
 void IComponent.Attach(RenderHandle renderHandle)
 {
     _registry = renderHandle.Dispatcher.SectionRegistry;
 }
コード例 #3
0
 public void Attach(RenderHandle renderHandle)
 {
 }
コード例 #4
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 /// <summary>
 ///
 /// </summary>
 /// <param name="renderHandle"></param>
 public void Attach(RenderHandle renderHandle) => ServiceProviderHelper.RegisterProviderRoot(Provider);
コード例 #5
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 public void Init(RenderHandle renderHandle)
 {
     _renderHandle = renderHandle;
 }
コード例 #6
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 public void Init(RenderHandle renderHandle)
 => RenderHandle = renderHandle;
コード例 #7
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 public void Attach(RenderHandle renderHandle)
 {
     _renderHandle = renderHandle;
 }
コード例 #8
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 public void Attach(RenderHandle renderHandle)
 => throw new InvalidTimeZoneException();
コード例 #9
0
        private void _initOpenGL()
        {
            _loadExtensions();

            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);

            var vendor   = GL.GetString(StringName.Vendor);
            var renderer = GL.GetString(StringName.Renderer);
            var version  = GL.GetString(StringName.Version);

            Logger.DebugS("ogl", "OpenGL Vendor: {0}", vendor);
            Logger.DebugS("ogl", "OpenGL Renderer: {0}", renderer);
            Logger.DebugS("ogl", "OpenGL Version: {0}", version);
            _loadVendorSettings(vendor, renderer, version);

#if DEBUG
            _hijackDebugCallback();
#endif

            _loadStockTextures();

            Vertex2DProgram = _compileProgram(
                new ResourcePath("/Shaders/Internal/sprite.vert"),
                new ResourcePath("/Shaders/Internal/sprite.frag"),
                "Vertex2DProgram");

            Vertex2DProgram.BindBlock("projectionViewMatrices", ProjViewBindingIndex);

            Vertex2DArrayProgram = _compileProgram(
                new ResourcePath("/Shaders/Internal/sprite-arrayed.vert"),
                new ResourcePath("/Shaders/Internal/sprite-arrayed.frag"),
                "Vertex2DArrayProgram");

            Vertex2DArrayProgram.BindBlock("projectionViewMatrices", ProjViewBindingIndex);

            var quadVertices = new[]
            {
                new Vertex2D(1, 0, 1, 1, 1),
                new Vertex2D(0, 0, 0, 1, 1),
                new Vertex2D(1, 1, 1, 0, 1),
                new Vertex2D(0, 1, 0, 0, 1),
            };

            QuadVBO = new Buffer <Vertex2D>(this, BufferTarget.ArrayBuffer, BufferUsageHint.StaticDraw, quadVertices,
                                            "QuadVBO");

            QuadVAO = new OGLHandle(GL.GenVertexArray());
            GL.BindVertexArray(QuadVAO.Handle);
            _objectLabelMaybe(ObjectLabelIdentifier.VertexArray, QuadVAO, "QuadVAO");
            // Vertex Coords
            GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 0);
            GL.EnableVertexAttribArray(0);
            // Texture Coords.
            GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 2 * sizeof(float));
            GL.EnableVertexAttribArray(1);
            // Texture Array Index.
            GL.VertexAttribPointer(2, 1, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 4 * sizeof(float));
            GL.EnableVertexAttribArray(2);

            BatchVBO = new Buffer(this, BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw,
                                  Vertex2D.SizeOf * BatchVertexData.Length, "BatchVBO");

            BatchVAO = new OGLHandle(GL.GenVertexArray());
            GL.BindVertexArray(BatchVAO.Handle);
            _objectLabelMaybe(ObjectLabelIdentifier.VertexArray, BatchVAO, "BatchVAO");
            // Vertex Coords
            GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 0);
            GL.EnableVertexAttribArray(0);
            // Texture Coords.
            GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 2 * sizeof(float));
            GL.EnableVertexAttribArray(1);

            BatchEBO = new Buffer(this, BufferTarget.ElementArrayBuffer, BufferUsageHint.DynamicDraw,
                                  sizeof(ushort) * BatchIndexData.Length, "BatchEBO");

            BatchArrayedVAO = new OGLHandle(GL.GenVertexArray());
            BatchVBO.Use();
            BatchEBO.Use();
            GL.BindVertexArray(BatchArrayedVAO.Handle);
            _objectLabelMaybe(ObjectLabelIdentifier.VertexArray, BatchArrayedVAO, "BatchArrayedVAO");
            // Vertex Coords
            GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 0);
            GL.EnableVertexAttribArray(0);
            // Texture Coords.
            GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 2 * sizeof(float));
            GL.EnableVertexAttribArray(1);
            // Texture Array Index.
            GL.VertexAttribPointer(2, 1, VertexAttribPointerType.Float, false, Vertex2D.SizeOf, 4 * sizeof(float));
            GL.EnableVertexAttribArray(2);

            ProjViewUBO = new Buffer(this, BufferTarget.UniformBuffer, BufferUsageHint.StreamDraw, "ProjViewUBO");
            unsafe
            {
                ProjViewUBO.Reallocate(sizeof(ProjViewMatrices));
            }
            GL.BindBufferBase(BufferRangeTarget.UniformBuffer, ProjViewBindingIndex, ProjViewUBO.Handle);

            _drawingSplash = true;

            _renderHandle = new RenderHandle(this);

            GL.Viewport(0, 0, _window.Width, _window.Height);

            Render(null);
        }
コード例 #10
0
ファイル: TestComponentBase.cs プロジェクト: vqbridge/bUnit
 void IComponent.Attach(RenderHandle renderHandle) => renderHandle.Render(BuildRenderTree);
コード例 #11
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ファイル: LinkBase.cs プロジェクト: smithgor/Blazorise
        public void Configure(RenderHandle renderHandle)
        {
            this.renderHandle = renderHandle;

            UriHelper.OnLocationChanged += OnLocationChanged;
        }
コード例 #12
0
ファイル: LinkBase.cs プロジェクト: vmakharashvili/Blazorise
        public void Attach(RenderHandle renderHandle)
        {
            this.renderHandle = renderHandle;

            NavigationManager.LocationChanged += OnLocationChanged;
        }
コード例 #13
0
 public abstract void Attach(RenderHandle renderHandle);
コード例 #14
0
 void IComponent.Attach(RenderHandle renderHandle)
 {
 }
コード例 #15
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 public void Attach(RenderHandle renderHandle) => handle = renderHandle;
コード例 #16
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 public DrawingHandleScreenImpl(RenderHandle renderHandle)
 {
     _renderHandle = renderHandle;
 }
コード例 #17
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 public void Init(RenderHandle renderHandle)
 => _renderHandles.Add(renderHandle);
コード例 #18
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 public DrawingHandleWorldImpl(RenderHandle renderHandle)
 {
     _renderHandle = renderHandle;
 }
コード例 #19
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 public void Configure(RenderHandle renderHandle)
 {
 }
コード例 #20
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 public void Configure(RenderHandle renderHandle)
 => throw new NotImplementedException();
コード例 #21
0
 public void Attach(RenderHandle renderHandle)
 {
     throw new System.NotImplementedException();
 }
コード例 #22
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 public Task SetParametersAsync(ParameterCollection parameters)
 {
     RenderHandle.Render(CreateRenderFragment(parameters));
     return(Task.CompletedTask);
 }
 public void Configure(RenderHandle renderHandle)
 {
     _renderHandle = renderHandle;
 }
コード例 #24
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 public void Configure(RenderHandle renderHandle)
 => throw new InvalidTimeZoneException();
コード例 #25
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 public void Init(RenderHandle renderHandle)
 => throw new NotImplementedException();
コード例 #26
0
ファイル: Clyde.cs プロジェクト: Ygg01/RobustToolbox
        private void InitOpenGL()
        {
            var vendor   = GL.GetString(StringName.Vendor);
            var renderer = GL.GetString(StringName.Renderer);
            var version  = GL.GetString(StringName.Version);
            var major    = GL.GetInteger(GetPName.MajorVersion);
            var minor    = GL.GetInteger(GetPName.MinorVersion);

            _sawmillOgl.Debug("OpenGL Vendor: {0}", vendor);
            _sawmillOgl.Debug("OpenGL Renderer: {0}", renderer);
            _sawmillOgl.Debug("OpenGL Version: {0}", version);

            var overrideVersion = ParseGLOverrideVersion();

            if (overrideVersion != null)
            {
                (major, minor) = overrideVersion.Value;
                _sawmillOgl.Debug("OVERRIDING detected GL version to: {0}.{1}", major, minor);
            }

            DetectOpenGLFeatures(major, minor);
            SetupDebugCallback();

            LoadVendorSettings(vendor, renderer, version);

            var glVersion = new OpenGLVersion((byte)major, (byte)minor, _isGLES, _isCore);

            DebugInfo = new ClydeDebugInfo(glVersion, renderer, vendor, version, overrideVersion != null);

            GL.Enable(EnableCap.Blend);
            if (_hasGLSrgb)
            {
                GL.Enable(EnableCap.FramebufferSrgb);
                CheckGlError();
            }
            if (_hasGLPrimitiveRestart)
            {
                GL.Enable(EnableCap.PrimitiveRestart);
                CheckGlError();
                GL.PrimitiveRestartIndex(PrimitiveRestartIndex);
                CheckGlError();
            }
            if (!HasGLAnyVertexArrayObjects)
            {
                _sawmillOgl.Warning("NO VERTEX ARRAY OBJECTS! Things will probably go terribly, terribly wrong (no fallback path yet)");
            }

            ResetBlendFunc();

            CheckGlError();

            // Primitive Restart's presence or lack thereof changes the amount of required memory.
            InitRenderingBatchBuffers();

            _sawmillOgl.Debug("Loading stock textures...");

            LoadStockTextures();

            _sawmillOgl.Debug("Loading stock shaders...");

            LoadStockShaders();

            _sawmillOgl.Debug("Creating various GL objects...");

            CreateMiscGLObjects();

            _sawmillOgl.Debug("Setting up RenderHandle...");

            _renderHandle = new RenderHandle(this);

            _sawmillOgl.Debug("Setting viewport and rendering splash...");

            GL.Viewport(0, 0, ScreenSize.X, ScreenSize.Y);
            CheckGlError();

            // Quickly do a render with _drawingSplash = true so the screen isn't blank.
            Render();
        }
コード例 #27
0
 public void Init(RenderHandle renderHandle)
 {
 }
コード例 #28
0
 void IComponent.Configure(RenderHandle renderHandle)
 {
     _renderHandle = renderHandle;
 }
コード例 #29
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 public void Attach(RenderHandle renderHandle)
 {
     _renderHandle = renderHandle;
     _location     = NavigationManager.Uri;
     NavigationManager.LocationChanged += HandleLocationChanged;
 }
コード例 #30
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 public new void Attach(RenderHandle renderHandle)
 {
     base.Attach(renderHandle);
     ModuleManager.OnModulesChanged += OnModulesChanged;
 }