public TextShader() : base( VertexShader.FromResources("HopeEngine.Resources.shaders.text_vertex.glsl"), FragmentShader.FromResources("HopeEngine.Resources.shaders.text_fragment.glsl")) { MvpMatrixLocation = GetUniformLocation("mvpMatrix"); ActualColorLocation = GetUniformLocation("ActualColor"); }
protected override void CreateFrameBuffer() { Log.Info("Hope", "Creating frame buffer"); ContextRenderingApi = GLVersion.ES3; LoadStandardSettings(); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); Width = Resources.DisplayMetrics.WidthPixels; Height = Resources.DisplayMetrics.HeightPixels; Hope.ScreenSize = new Vector2(Width, Height); Hope.DefaultView = GameView.DefaultView(Width, Height); // Will be removed Log.Info("Hope", "Creating Shader programs"); HopeShaders.DefaultShader = new ShaderProgram( VertexShader.FromResources("HopeEngine.Resources.shaders.basic_vertex.glsl"), FragmentShader.FromResources("HopeEngine.Resources.shaders.basic_fragment.glsl") ); HopeShaders.DefaultTexureShader = new ShaderProgram( VertexShader.FromResources("HopeEngine.Resources.shaders.textured_vertex.glsl"), FragmentShader.FromResources("HopeEngine.Resources.shaders.textured_fragment.glsl") ); HopeShaders.DefaultColorShader = new ShaderProgram( VertexShader.FromResources("HopeEngine.Resources.shaders.colored_vertex.glsl"), FragmentShader.FromResources("HopeEngine.Resources.shaders.colored_fragment.glsl") ); HopeShaders.DefaultTextShader = new TextShader(); Hope.DefaultTypeface = Android.Graphics.Typeface.CreateFromAsset(Android.App.Application.Context.Assets, "minimal.otf"); Hope.EngineView = this; if (OnReady != null) { OnReady.Invoke(); } // The first scene setup is called once the engine is ready Scene.Setup(); }