コード例 #1
0
        void initShaders()
        {
            circleShader        = new CircleShader("GGL.Shaders.GameLib.red", _circleTexSize, _circleTexSize);
            circleShader.Color  = Color.White;
            circleShader.Radius = 0.01f;

            gridShader = new GameLib.VertexDispShader("Ottd3D.Shaders.VertDisp.vert", "Ottd3D.Shaders.Grid.frag");

            simpleTexturedShader = new GameLib.Shader();
            CacheRenderingShader = new go.GLBackend.TexturedShader();

            circleShader.Update();


            Texture.FlipY            = false;
            Texture.DefaultMagFilter = TextureMagFilter.Nearest;
            Texture.DefaultMinFilter = TextureMinFilter.Nearest;

            gridShader.DisplacementMap = Texture.Load("heightmap.png");
            gridShader.LightPos        = vLight;
            gridShader.MapSize         = new Vector2(_gridSize, _gridSize);
            gridShader.HeightScale     = heightScale;

            gridShader.SplatTexture = Texture.Load("splat.png");

            Texture.DefaultMagFilter = TextureMagFilter.Linear;
            Texture.DefaultMinFilter = TextureMinFilter.Linear;
            Texture.FlipY            = true;

            objShader                 = new SingleLightShader();
            objShader.Color           = Color.White;
            objShader.LightPos        = vLight;
            objShader.DiffuseTexture  = heolienneTex;
            objShader.DisplacementMap = gridShader.DisplacementMap;
            objShader.MapSize         = new Vector2(_gridSize, _gridSize);
            objShader.HeightScale     = heightScale;
        }
コード例 #2
0
		void initShaders()
		{
			circleShader = new CircleShader ("GGL.Shaders.GameLib.red",_circleTexSize, _circleTexSize);
			circleShader.Color = Color.White;
			circleShader.Radius = 0.01f;

			gridShader = new GameLib.VertexDispShader ("Ottd3D.Shaders.VertDisp.vert", "Ottd3D.Shaders.Grid.frag");

			simpleTexturedShader = new GameLib.Shader ();
			CacheRenderingShader = new go.GLBackend.TexturedShader();			

			circleShader.Update ();


			Texture.FlipY = false;
			Texture.DefaultMagFilter = TextureMagFilter.Nearest;
			Texture.DefaultMinFilter = TextureMinFilter.Nearest;

			gridShader.DisplacementMap = Texture.Load ("heightmap.png");
			gridShader.LightPos = vLight;
			gridShader.MapSize = new Vector2 (_gridSize, _gridSize);
			gridShader.HeightScale = heightScale;

			gridShader.SplatTexture = Texture.Load ("splat.png");

			Texture.DefaultMagFilter = TextureMagFilter.Linear;
			Texture.DefaultMinFilter = TextureMinFilter.Linear;
			Texture.FlipY = true;

			objShader = new SingleLightShader ();
			objShader.Color = Color.White;
			objShader.LightPos = vLight;
			objShader.DiffuseTexture = heolienneTex;
			objShader.DisplacementMap = gridShader.DisplacementMap;
			objShader.MapSize = new Vector2 (_gridSize, _gridSize);
			objShader.HeightScale = heightScale;
		}