Exemplo n.º 1
0
        protected void Setup()
        {
            var vs = DefaultShader.FromType(typeof(VertexPositionColorTexture), PlainCore.Graphics.Core.ShaderType.Vertex);
            var fs = DefaultShader.FromType(typeof(VertexPositionColorTexture), PlainCore.Graphics.Core.ShaderType.Fragment);

            pipeline    = new ShaderPipeline(vs, fs);
            buffer      = new VertexArrayBuffer <VertexPositionColorTexture>(32, OpenGL.BufferUsage.StaticDraw);
            indexBuffer = new IndexBuffer <VertexPositionColorTexture>(OpenGL.BufferUsage.StaticDraw);
            vao         = new VertexArrayObject <VertexPositionColorTexture>(buffer, pipeline,
                                                                             DefaultVertexDefinition.FromType(typeof(VertexPositionColorTexture)));
            texture            = new DeviceTexture(DefaultShader.DEFFAULT_TEXTURE_UNIFORM_NAME, 100, 100, true);
            defaultFramebuffer = Framebuffer.GetDefault();
            var imageData = Image.Load("Example.png").SavePixelData();

            texture.Bind();
            texture.CopyData(imageData);
            buffer.Bind();
            buffer.CopyData(_ArrayPosition);
            buffer.Unbind();
            indexBuffer.Bind();
            indexBuffer.CopyData(indexArray);
            indexBuffer.Unbind();
            worldMatrix = new Matrix4fUniform(DefaultShader.MVP_UNIFORM_NAME);
        }
Exemplo n.º 2
0
 protected Texture(int width, int height, byte[] data, bool repeated = false)
 {
     deviceTexture = new DeviceTexture(DefaultShader.DEFFAULT_TEXTURE_UNIFORM_NAME, width, height, true, repeated);
     deviceTexture.Bind();
     deviceTexture.CopyData(data);
 }