private List<Image> loadedImages; //Used to hold images between calls to prepare and load. public GLES2Texture( ResourceManager creator, string name, ulong handle, string group, bool isManual, IManualResourceLoader loader, GLES2Support support ) : base( creator, name, handle, group, isManual, loader ) { this.textureID = 0; this.glSupport = support; this.surfaceList = new List<HardwarePixelBuffer>(); }
public ARBGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { // generate a new program Gl.glGenProgramsARB( 1, out programId ); }
public ATIFragmentShaderGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { programType = Gl.GL_FRAGMENT_SHADER_ATI; programId = Gl.glGenFragmentShadersATI( 1 ); }
public ATIFragmentShaderGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { throw new AxiomException("This needs upgrading"); programType = Gl.GL_FRAGMENT_SHADER_ATI; programId = Gl.glGenFragmentShadersATI( 1 ); }
public NvparseFragmentProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { // create a display list programId = Gl.glGenLists( 1 ); }
public GLSLESCgProgram( ResourceManager creator, string name, ulong handle, string group, bool isManual, IManualResourceLoader loader ) : base( creator, name, handle, group, isManual, loader ) { /*Port notes * Ogre does something odd with a dictionary here, it looks like it has to do with Material serialization */ syntaxCode = "cg"; }
public NV3xGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { // generate the program and store the unique name Gl.glGenProgramsNV( 1, out programId ); // find the GL enum for the type of program this is programType = ( Type == GpuProgramType.Vertex ) ? Gl.GL_VERTEX_PROGRAM_NV : Gl.GL_FRAGMENT_PROGRAM_NV; }
public HLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { //var device = ( (XnaRenderWindow)Root.Instance.AutoWindow ).Driver.XnaDevice; //switch(type) //{ // case GpuProgramType.Fragment: // assemblerProgram = new XnaFragmentProgram(parent, name, handle, group, isManual, loader, device); // break; // case GpuProgramType.Vertex: // assemblerProgram = new XnaVertexProgram( parent, name, handle, group, isManual, loader, device ); // break; // case GpuProgramType.Geometry: // break; //} preprocessorDefines = string.Empty; }
internal XnaFragmentProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, XFG.GraphicsDevice device ) : base( parent, name, handle, group, isManual, loader, device ) { }
internal D3D9GpuFragmentProgram(ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader) : base(parent, name, handle, group, isManual, loader) { Type = GpuProgramType.Fragment; }
//protected int parametersMapSizeAsBuffer; #endregion Fields #region Construction and Destruction /// <summary> /// Creates a new instance of <see cref="HLSLProgram"/> /// </summary> /// <param name="parent">the ResourceManager that owns this resource</param> /// <param name="name">Name of the program</param> /// <param name="handle">The resource id of the program</param> /// <param name="group">the resource group</param> /// <param name="isManual">is the program manually loaded?</param> /// <param name="loader">the loader responsible for this program</param> public HLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { includeHandler = new HLSLIncludeHandler( this ); columnMajorMatrices = true; }
public GLGpuProgram Create( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, GpuProgramType type, string syntaxCode ) { GLGpuProgram ret = new NvparseFragmentProgram( parent, name, handle, group, isManual, loader ); ret.SyntaxCode = syntaxCode; ret.Type = type; return ret; }
/// <summary> /// Constructor. /// </summary> public GLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { InputOperationType = OperationType.TriangleList; OutputOperationType = OperationType.TriangleList; MaxOutputVertices = 3; // Manually assign language now since we use it immediately SyntaxCode = "glsl"; }
public Font( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { }
public DummyGpuProgram( ResourceManager creator, string name, ulong handle, string group, bool isManual, IManualResourceLoader loader ) : base( creator, name, handle, group, isManual, loader ) { }
public override HighLevelGpuProgram CreateInstance( ResourceManager creator, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) { return new UnifiedHighLevelGpuProgram( creator, name, handle, group, isManual, loader ); }
internal NullProgram( ResourceManager creator, string name, ResourceHandle handle, string group ) : this( creator, name, handle, group, false, null ) { }
public Compositor( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { techniques = new List<CompositionTechnique>(); readOnlyTechniques = new ReadOnlyCollection<CompositionTechnique>( techniques ); supportedTechniques = new List<CompositionTechnique>(); readOnlySupportedTechniques = new ReadOnlyCollection<CompositionTechnique>( supportedTechniques ); globalTextures = new Dictionary<string, Texture>(); globalMRTs = new Dictionary<string, MultiRenderTarget>(); this.compilationRequired = true; }
/// <summary> /// Creates a new PatchMesh. /// </summary> /// <remarks> /// As defined in <see cref="MeshManager.CreateBezierPatch" />. /// </remarks> public PatchMesh( ResourceManager parent, string name, ResourceHandle handle, string group ) : base( parent, name, handle, group, false, null ) { }
public HLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { preprocessorDefines = string.Empty; }
/// <summary> /// /// </summary> /// <param name="creator"></param> /// <param name="name"></param> /// <param name="handle"></param> /// <param name="group"></param> /// <param name="isManual"></param> /// <param name="loader"></param> /// <param name="support"></param> public GLESTexture( ResourceManager creator, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, GLESSupport support ) : base( creator, name, handle, group, isManual, loader ) { _support = support; _surfaceList = new List<HardwarePixelBuffer>(); }
public XnaGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, XFG.GraphicsDevice device ) : base( parent, name, handle, group, isManual, loader ) { this.device = device; this.shaderCode = null; }
/// <overloads> /// <summary> /// Standard constructor. /// </summary> /// <param name="parent">ResourceManager that is creating this resource</param> /// <param name="name">The unique name of the resource</param> /// <param name="handle"></param> /// <param name="group">The name of the resource group to which this resource belongs</param> /// </overloads> protected Resource(ResourceManager parent, string name, ResourceHandle handle, string group) : this(parent, name, handle, group, false, null) { }
public GLGpuProgram Create( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, GpuProgramType type, string syntaxCode ) { // creates and returns a new ATI fragment shader implementation GLGpuProgram ret = new ATIFragmentShaderGpuProgram( parent, name, handle, group, isManual, loader ); ret.Type = type; ret.SyntaxCode = syntaxCode; return ret; }
internal UnifiedHighLevelGpuProgram( ResourceManager creator, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( creator, name, handle, group, isManual, loader ) { }
/// <summary> /// Constructor, should be called through FontManager.Create(). /// </summary> public Font( ResourceManager parent, string name, ResourceHandle handle, string group ) : this( parent, name, handle, group, false, null ) { }
/// <summary> /// Constructor. /// </summary> /// <param name="name">Name of this program.</param> /// <param name="type">Type of this program, vertex or fragment program.</param> /// <param name="language">HLSL language of this program.</param> /// <param name="context">CG context id.</param> public CgProgram( ResourceManager parent, string name, ulong handle, string group, bool isManual, IManualResourceLoader loader, IntPtr context ) : base( parent, name, handle, group, isManual, loader ) { cgContext = context; selectedCgProfile = Cg.CG_PROFILE_UNKNOWN; }
public Mesh( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader ) : base( parent, name, handle, group, isManual, loader ) { // This will be set to false by serializers 1.3 and above this._autoBuildEdgeLists = true; // default to static write only for speed this._vertexBufferUsage = BufferUsage.StaticWriteOnly; this._indexBufferUsage = BufferUsage.StaticWriteOnly; // default to having shadow buffers this._useVertexShadowBuffer = true; this._useIndexShadowBuffer = true; // Initialize to default strategy this._lodStrategy = LodStrategyManager.Instance.DefaultStrategy; // Init first (manual) lod var lod = new MeshLodUsage(); lod.UserValue = float.NaN; // User value not used for base lod level lod.Value = this._lodStrategy.BaseValue; lod.EdgeData = null; lod.ManualMesh = null; this.meshLodUsageList.Add( lod ); // always use software blending for now this.useSoftwareBlending = true; SkeletonName = ""; }
public GLSLESProgram( ResourceManager creator, string name, ulong handle, string group, bool isManual, IManualResourceLoader loader ) : base( creator, name, handle, group, isManual, loader ) { this.glShaderHandle = 0; this.glProgramHandle = 0; this.compiled = 0; this.IsOptimized = false; this.optimizerEnabled = true; //todo: ogre does something funky with a dictionary here... syntaxCode = "glsles"; }
/// <summary> /// Default constructor - used by BspResourceManager (do not call directly). /// </summary> /// <param name="name"></param> public BspLevel( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, NameValuePairList createParams ) : base( parent, name, handle, group, isManual, loader ) { objectToNodeMap = new MultiMap<MovableObject, BspNode>(); this.createParam = createParams; }
protected D3D9GpuProgram(ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader) : base(parent, name, handle, group, isManual, loader) { D3D9RenderSystem.ResourceManager.NotifyResourceCreated(this); }
internal UnifiedHighLevelGpuProgram( ResourceManager creator, string name, ResourceHandle handle, string group ) : this( creator, name, handle, group, false, null ) { }
/// <summary> /// Default constructor - used by <see cref="Quake3ShaderManager"/> (do not call directly) /// </summary> /// <param name="name">Shader name.</param> public Quake3Shader( ResourceManager parent, string name, ResourceHandle handle, string group ) : base( parent, name, handle, group ) { DeformFunc = ShaderDeformFunc.None; DeformParams = new float[5]; this._cullingMode = ManualCullingMode.Back; this._pass = new List<ShaderPass>(); }