private void stateMenu(float dt) { gfx.RenderTarget.Backbuffer.Clear(); shdBackground.Bind(); shdBackground.LoadVector2(new Vector2(Width, Height), "resolution"); shdBackground.LoadFloat(timeAcc, "time"); screenQuad.Bind(); GL.DrawArrays(PrimitiveType.TriangleFan, 0, screenQuad.VertexCount); screenQuad.Unbind(); shdBackground.Unbind(); if (keyboard[(int)Key.Enter]) { switch (selectedOption) { case 0: resetGame(); gameState = GameState.Playing; break; default: Exit(); break; } } if ((keyboard[(int)Key.W] || keyboard[(int)Key.Up]) && (selectedOption == 1)) { --selectedOption; } if ((keyboard[(int)Key.S] || keyboard[(int)Key.Down]) && (selectedOption == 0)) { ++selectedOption; } if (selectedOption == 0) { fplayButton.Draw(shdUserInterface); exitButton.Draw(shdUserInterface); } else { playButton.Draw(shdUserInterface); fexitButton.Draw(shdUserInterface); } ggjIcon.Draw(shdUserInterface); }
public void Draw(gfx.Shader shader) { shader.Bind(); texture.Bind(0); quad.Bind(); shader.LoadVector2(Position, "translation"); GL.DrawArrays(PrimitiveType.TriangleFan, 0, quad.VertexCount); quad.Unbind(); texture.Unbind(0); shader.Unbind(); }
public void Draw(gfx.Shader shader) { Vector2 min_uv = new Vector2(offset * CurrentFrame, 0.0f); Vector2 max_uv = new Vector2(offset * CurrentFrame + offset, 1.0f); shader.LoadVector2(max_uv, "max_uv"); shader.LoadVector2(min_uv, "min_uv"); shader.LoadFloat(scale, "scale"); texture.Bind(0); vbo.Bind(); GL.DrawArrays(PrimitiveType.TriangleFan, 0, vbo.VertexCount); vbo.Unbind(); texture.Unbind(0); }
public void DrawMap(gfx.Shader shader) { shader.Bind(); vbo.Bind(); mapTexture.Bind(0); GL.DrawArrays(PrimitiveType.TriangleFan, 0, vbo.VertexCount); mapTexture.Unbind(0); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); glowmapTexture.Bind(0); GL.DrawArrays(PrimitiveType.TriangleFan, 0, vbo.VertexCount); glowmapTexture.Unbind(0); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); vbo.Unbind(); shader.Unbind(); }
public void Draw(gfx.Shader shader) { float o = currentOffset % (0.1f / aspect); GL.ColorMask(false, false, false, false); GL.StencilMask(0xFF); GL.StencilFunc(StencilFunction.Always, 1, 0xFF); GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace); stencilQuad.Bind(); shader.LoadVector2(new Vector2(0.0f, 0.6f), "translation"); GL.DrawArrays(PrimitiveType.TriangleFan, 0, stencilQuad.VertexCount); GL.StencilFunc(StencilFunction.Equal, 1, 0xFF); stencilQuad.Unbind(); GL.StencilMask(0x00); GL.ColorMask(true, true, true, true); for (float x = -0.9f; x <= 0.9f; x += (0.1f / aspect)) { chain1.Position = new Vector2(x + o, 0.58f); chain1.Draw(shader); } ruby.Position = new Vector2(currentOffset, 0.58f); ruby.Draw(shader); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); ruby.Draw(shader); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); for (float x = -0.9f; x <= 0.9f; x += (0.1f / aspect)) { chain1.Position = new Vector2(x - o, 0.54f); chain1.Draw(shader); } GL.StencilFunc(StencilFunction.Always, 1, 0xFF); skull1.Draw(shader); skull2.Draw(shader); }