public MapObject2DShader() { Shader = new ShaderProgram(GetShader(ShaderType.VertexShader), GetShader(ShaderType.FragmentShader)); Shader.Bind(); Perspective = Camera = ModelView = SelectionTransform = Matrix4.Identity; SelectedOnly = UnselectedOnly = false; SelectedColour = new Vector4(1, 0, 0, 0.5f); Shader.Unbind(); }
public MapObject3DShader() { Shader = new ShaderProgram(GetShader(ShaderType.VertexShader), GetShader(ShaderType.FragmentShader)); Shader.Bind(); Perspective = Camera = ModelView = SelectionTransform = Matrix4.Identity; IsTextured = true; IsLit = true; Show3DGrid = false; GridSpacing = 64; SelectionColourMultiplier = new Vector4(1, 0.5f, 0.5f, 1); Transformation = Matrix4.Identity; GL.ActiveTexture(TextureUnit.Texture0); Shader.Set("currentTexture", 0); Shader.Unbind(); }
public ArrayRendererGL3(Document document) { _document = document; _array = new ArrayManager(document.Map); Shader = new ShaderProgram( new Shader(ShaderType.VertexShader, VertexShader), new Shader(ShaderType.FragmentShader, FragmentShader)); GridRenderables = ViewportManager.Viewports.OfType<Viewport2D>().ToDictionary(x => (ViewportBase)x, x => new GridRenderable(_document)); // Set up default values Shader.Bind(); Perspective = Camera = ModelView = SelectionTransform = Matrix4.Identity; IsTextured = IsWireframe = In3D = false; Show3DGrid = document.Map.Show3DGrid; GridSpacing = (float) document.Map.GridSpacing; WireframeColour = Vector4.Zero; SelectionColourMultiplier = new Vector4(1, 0.5f, 0.5f, 1); Shader.Unbind(); }