static RenderSphereCommand() { theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\draw-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\draw-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); createTheSphere(); theIBO.setData(theSphereIndexes); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat <V3T2B4>(theShader); }
static RenderTextureCubeCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\draw-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\draw-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); ushort[] index = { 0, 1, 2, 0, 2, 3, //front 4, 5, 6, 4, 6, 7, //left 8, 9, 10, 8, 10, 11, //right 12, 13, 14, 12, 14, 15, // top 16, 17, 18, 16, 18, 19, // bottom 20, 21, 22, 20, 22, 23 // back }; theIBO.setData(index); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat <V3T2B4>(theShader); }
static RenderWireframeCubeCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\draw-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\draw-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); ushort[] index = { 4, 6, 2, 3, PRIM_RESTART, 1, 3, 7, 6, PRIM_RESTART, 7, 5, 1, 0, PRIM_RESTART, 2, 0, 4, 5 }; theIBO.setData(index); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat <V3T2B4>(theShader); }
static CopyFramebufferCommand() { ShaderProgramDescriptor sd = new ShaderProgramDescriptor("Graphics.shaders.post-vs.glsl", "Graphics.shaders.copy-ps.glsl"); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVao = new VertexArrayObject(); }
public FishEyeEffect() : base() { name = "fisheye"; ShaderProgramDescriptor sd = new ShaderProgramDescriptor("Graphics.shaders.post-vs.glsl", "Graphics.shaders.fisheye-ps.glsl"); myShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; }
public BlurEffect() : base() { name = "blur"; ShaderProgramDescriptor sd = new ShaderProgramDescriptor("Graphics.shaders.post-vs.glsl", "Graphics.shaders.blur-ps.glsl"); myShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; }
public ParticleVisualizer() : base("particle") { ShaderProgramDescriptor spDesc = new ShaderProgramDescriptor("Graphics.shaders.particleSystem-vs.glsl", "Graphics.shaders.particleSystem-gs.glsl", "Graphics.shaders.particleSystem-ps.glsl"); myParticleShaderProgram = Renderer.resourceManager.getResource(spDesc) as ShaderProgram; myVao = new VertexArrayObject(); myVao.bindVertexFormat(myParticleShaderProgram, V3C4S3R.bindings()); }
public SDFont(String name, String filename, int size) : base(name, size) { myFilename = filename; buildFont(); //set shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\font-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\sdfont-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor shDesc = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(shDesc) as ShaderProgram; myVao.bindVertexFormat <V3T2>(myShader); }
public TextureFont(String name, Texture t, int charTextureSize, int size, int offset = 0) : base(name, size) { myCharTextureSize = charTextureSize; myLetteroffset = offset; texture = t; buildFont(); //set shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\font-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\font-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor shDesc = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(shDesc) as ShaderProgram; myVao.bindVertexFormat(myShader, V3T2.bindings()); }
static void installDefaultShaders() { ShaderProgramDescriptor sd; ShaderProgram sp; List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\skybox-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\skybox-ps.glsl", ShaderDescriptor.Source.File)); sd = new ShaderProgramDescriptor(desc, null, "skyboxShader"); sp = resourceManager.getResource(sd) as ShaderProgram; visualizers["skybox"].registerEffect("skybox", new SkyboxEffect(sp)); desc.Clear(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\staticModel-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\unlit-ps.glsl", ShaderDescriptor.Source.File)); sd = new ShaderProgramDescriptor(desc, null, "static:unlit"); sp = resourceManager.getResource(sd) as ShaderProgram; visualizers["staticModel"].registerEffect("forward-lighting", new UnlitEffect(sp)); desc.Clear(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\staticModel-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\perpixel-lighting-ps.glsl", ShaderDescriptor.Source.File)); sd = new ShaderProgramDescriptor(desc, null, "static:perpixel"); sp = resourceManager.getResource(sd) as ShaderProgram; visualizers["staticModel"].registerEffect("forward-lighting", new PerPixelLightinglEffect(sp)); desc.Clear(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\skinnedModel-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\unlit-ps.glsl", ShaderDescriptor.Source.File)); sd = new ShaderProgramDescriptor(desc, null, "skinned:unlit"); sp = resourceManager.getResource(sd) as ShaderProgram; visualizers["skinnedModel"].registerEffect("forward-lighting", new UnlitEffect(sp)); desc.Clear(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\skinnedModel-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\perpixel-lighting-ps.glsl", ShaderDescriptor.Source.File)); sd = new ShaderProgramDescriptor(desc, null, "skinned:perpixel"); sp = resourceManager.getResource(sd) as ShaderProgram; visualizers["skinnedModel"].registerEffect("forward-lighting", new PerPixelLightinglEffect(sp)); }
public void init() { myVbo = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw); myIbo = new IndexBufferObject(BufferUsageHint.DynamicDraw); myVao = new VertexArrayObject(); List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\debug-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\debug-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; myVao.bindVertexFormat <V3T2B4>(myShader); myTexture = Graphics.Util.getEmbeddedTexture("Graphics.data.debugFont.png"); myTexture.setMinMagFilters(TextureMinFilter.NearestMipmapNearest, TextureMagFilter.Nearest); myTexture.setWrapping(TextureWrapMode.ClampToEdge, TextureWrapMode.ClampToEdge); myFont = FontManager.findFont("DEFAULT"); }
static RenderTexture2dCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); ushort[] index = { 0, 1, 2, 0, 2, 3 }; theIBO.setData(index); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat(theShader, V3T2B4.bindings()); }
public void init() { myVbo = new VertexBufferObject(BufferUsageHint.DynamicDraw); myIbo = new IndexBufferObject(BufferUsageHint.DynamicDraw); myVao = new VertexArrayObject(); List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.debug-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.debug-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; myVao.bindVertexFormat(myShader, V3T2B4.bindings()); myTexture = Graphics.Util.getEmbeddedTexture("Graphics.data.debugFont.png"); //myTexture = Util.getEmbeddedTexture("Graphics.data.proggy12.png"); myTexture.setMinMagFilters(TextureMinFilter.NearestMipmapNearest, TextureMagFilter.Nearest); myTexture.setWrapping(TextureWrapMode.ClampToEdge, TextureWrapMode.ClampToEdge); myFont = new TextureFont("Debug", myTexture, 16, 16, 32); }
static RenderFrustumCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); ushort[] index = { 0, 1, 3, 2, PRIM_RESTART, 5, 1, 3, 7, PRIM_RESTART, 4, 5, 7, 6, PRIM_RESTART, 0, 4, 6, 2 }; theVerts[0] = new Vector4(-1, -1, -1, 1); theVerts[1] = new Vector4(1, -1, -1, 1); theVerts[2] = new Vector4(-1, 1, -1, 1); theVerts[3] = new Vector4(1, 1, -1, 1); theVerts[4] = new Vector4(-1, -1, 1, 1); theVerts[5] = new Vector4(1, -1, 1, 1); theVerts[6] = new Vector4(-1, 1, 1, 1); theVerts[7] = new Vector4(1, 1, 1, 1); theIBO.setData(index); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat(theShader, V3T2B4.bindings()); }