예제 #1
0
 private void addShaders()
 {
     _shaders.Add(
         ShaderFileLoader.CreateDefault(asset("shaders/")).Load(".")
         );
     new[] {
         "uvcolor", "photon"
     }.ForEach(name => _shaders.MakeShaderProgram(name));
 }
예제 #2
0
        public ShaderManager()
        {
            var loader = ShaderFileLoader.CreateDefault("data/shaders");
            var man    = new amulware.Graphics.ShaderManagement.ShaderManager();

            man.Add(loader.Load(""));

            this.Primitives = man.MakeShaderProgram("primitives");

            this.UVColor = man.MakeShaderProgram("uvcolor");
        }
예제 #3
0
        public GameRenderer()
        {
            this.shaderMan = new ShaderManager();
            var shaderLoader = ShaderFileLoader.CreateDefault("data/shaders");

            this.shaderMan.Add(shaderLoader.Load(""));

            this.surfaces = new SurfaceManager(this.shaderMan);

            new GeometryManager(this.surfaces);
        }
예제 #4
0
        public SurfaceManager()
        {
            Shaders.Add(
                ShaderFileLoader.CreateDefault(asset("Shaders/")).Load(".")
                );
            new[]
            {
                "geometry", "uvcolor",
                "Deferred/gSprite",
                "Deferred/gLevel",
                "Deferred/debug",
                "Deferred/compose",
                "Deferred/pointlight"
            }.ForEach(name => Shaders.MakeShaderProgram(name));

            Primitives = new IndexedSurface <PrimitiveVertexData>()
                         .WithShader(Shaders["geometry"])
                         .AndSettings(ViewMatrix, ProjectionMatrix);
            ConsoleBackground = new IndexedSurface <PrimitiveVertexData>()
                                .WithShader(Shaders["geometry"])
                                .AndSettings(ViewMatrix, ProjectionMatrix);

            ConsoleFont        = Font.FromJsonFile(font("Inconsolata.json"));
            ConsoleFontSurface = new IndexedSurface <UVColorVertexData>()
                                 .WithShader(Shaders["uvcolor"])
                                 .AndSettings(
                ViewMatrix, ProjectionMatrix,
                new TextureUniform("diffuse", new Texture(font("Inconsolata.png"), preMultiplyAlpha: true))
                );

            UIFont        = Font.FromJsonFile(font("HelveticaNeue.json"));
            UIFontSurface = new IndexedSurface <UVColorVertexData>()
                            .WithShader(Shaders["uvcolor"])
                            .AndSettings(
                ViewMatrix, ProjectionMatrix,
                new TextureUniform("diffuse", new Texture(font("HelveticaNeue.png"), preMultiplyAlpha: true))
                );

            LevelSurface = new IndexedSurface <LevelVertex>()
                           .WithShader(Shaders["Deferred/gLevel"])
                           .AndSettings(ViewMatrix, ProjectionMatrix);

            PointLights = new IndexedSurface <PointLightVertex>()
                          .WithShader(Shaders["Deferred/pointlight"])
                          .AndSettings(ViewMatrix, ProjectionMatrix);

            GameSurfaces = new GameSurfaceManager(Shaders, ViewMatrix, ProjectionMatrix);
        }
예제 #5
0
        public SurfaceManager()
        {
            shaders.Add(
                ShaderFileLoader.CreateDefault(asset("shaders/")).Load(".")
                );
            new[]
            {
                "geometry", "uvcolor"
            }.ForEach(name => shaders.MakeShaderProgram(name));

            ConsoleBackground = new IndexedSurface <PrimitiveVertexData>()
                                .WithShader(shaders["geometry"])
                                .AndSettings(ViewMatrix, ProjectionMatrix);

            ConsoleFont        = Font.FromJsonFile(font("inconsolata.json"));
            ConsoleFontSurface = new IndexedSurface <UVColorVertexData>()
                                 .WithShader(shaders["uvcolor"])
                                 .AndSettings(
                ViewMatrix, ProjectionMatrix,
                new TextureUniform("diffuse", new Texture(font("inconsolata.png"), preMultiplyAlpha: true))
                );
        }