Exemplo n.º 1
0
        public ViewportQuad(Context context, string fs)
        {
            Verify.ThrowIfNull(context);

            RenderState renderState = new RenderState();
            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled = false;

            _drawState = new DrawState();
            _drawState.RenderState = renderState;
            _drawState.ShaderProgram = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.ViewportQuad.Shaders.ViewportQuadVS.glsl"),
                fs == null ? EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.ViewportQuad.Shaders.ViewportQuadFS.glsl") : fs);

            _geometry = new ViewportQuadGeometry();
        }
Exemplo n.º 2
0
        public ViewportQuad(Context context, string fs)
        {
            Verify.ThrowIfNull(context);

            RenderState renderState = new RenderState();

            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled    = false;

            _drawState               = new DrawState();
            _drawState.RenderState   = renderState;
            _drawState.ShaderProgram = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.ViewportQuad.Shaders.ViewportQuadVS.glsl"),
                fs == null ? EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.ViewportQuad.Shaders.ViewportQuadFS.glsl") : fs);

            _geometry = new ViewportQuadGeometry();
        }
Exemplo n.º 3
0
        public DayNightViewportQuad(Context context)
        {
            Verify.ThrowIfNull(context);

            RenderState renderState = new RenderState();
            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled = false;

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadFS.glsl"));
            _dayNightOutput = (Uniform<int>)sp.Uniforms["u_DayNightOutput"];

            _drawState = new DrawState();
            _drawState.RenderState = renderState;
            _drawState.ShaderProgram = sp;

            _geometry = new ViewportQuadGeometry();
        }
        public DayNightViewportQuad(Context context)
        {
            Verify.ThrowIfNull(context);

            RenderState renderState = new RenderState();

            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled    = false;

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadFS.glsl"));

            _dayNightOutput = (Uniform <int>)sp.Uniforms["u_DayNightOutput"];

            _drawState               = new DrawState();
            _drawState.RenderState   = renderState;
            _drawState.ShaderProgram = sp;

            _geometry = new ViewportQuadGeometry();
        }