public override void Resume() { DebugLogViewer.WriteLine("Resume"); GL.ClearColor(0.7f, 0.83f, 0.86f, 1f); // ライトを設定 float lightAngle = 45.0f; Vector3 lightDir = new Vector3((float)Math.Cos((float)lightAngle), -1.0f, (float)Math.Sin((float)lightAngle)); lightDir.Normalize(); GL.Uniform3(GL.GetUniformLocation(m_ProgramParam.GLProgram.Program, "lightDirection"), lightDir); #if false // カメラを設定 m_Camera.CreateViewportMatrix(); Matrix4 viewProjectionMatrix = m_Camera.ViewProjectionMatrix; GL.UniformMatrix4(GL.GetUniformLocation(m_ProgramParam.GLProgram.Program, "viewProjection"), false, ref viewProjectionMatrix); #else //// カメラを設定 //m_Camera.CreateViewportMatrix(); //Matrix4 viewProjectionMatrix = m_Camera.ViewProjectionMatrix; //GL.UniformMatrix4(GL.GetUniformLocation(m_ProgramParam.GLProgram.Program, "viewProjection"), //false, ref viewProjectionMatrix); #endif m_Texture = new Texture(m_Game, "Images/AnimationSample.png"); m_RegionUL = new TextureRegion(m_Texture, 0, 0, 64, 64); m_TextureAnimation = new Texture(m_Game, "Images/AnimationSample.png"); m_Animation = new Animation(0.2f, new TextureRegion[] { new TextureRegion(m_TextureAnimation, 0, 0, 64, 64), new TextureRegion(m_TextureAnimation, 64, 0, 64, 64), new TextureRegion(m_TextureAnimation, 128, 0, 64, 64), new TextureRegion(m_TextureAnimation, 192, 0, 64, 64), }); m_UIAtlas = new Texture(m_Game, "Images/ui_sample.png"); m_RgnButtonBase = new TextureRegion(m_UIAtlas, 0, 0, 128, 32); m_RgnButtonStart = new TextureRegion(m_UIAtlas, 128, 0, 128, 32); m_RgnButtonEnd = new TextureRegion(m_UIAtlas, 128, 32, 128, 32); Vector2 center = new Vector2(FRUSTRUM_WIDTH / 2.0f, FRUSTRUM_HEIGHT / 2.0f); float width = 256.0f; m_RectButtonStart = new CGRect((center.X - (width / 2.0f)), 860, 256.0f, 64.0f); m_RectButtonEnd = new CGRect((center.X - (width / 2.0f)), 960, 256.0f, 64.0f); }
public override void Resume() { DebugLogViewer.WriteLine("Resume"); GL.ClearColor(0.7f, 0.83f, 0.86f, 1f); // ライトを設定 float lightAngle = 45.0f; Vector3 lightDir = new Vector3((float)Math.Cos((float)lightAngle), -1.0f, (float)Math.Sin((float)lightAngle)); lightDir.Normalize(); GL.Uniform3(GL.GetUniformLocation(m_ProgramParam.GLProgram.Program, "lightDirection"), lightDir); // カメラを設定 m_Camera.CreateViewportMatrix(); Matrix4 viewProjectionMatrix = m_Camera.ViewProjectionMatrix; GL.UniformMatrix4(GL.GetUniformLocation(m_ProgramParam.GLProgram.Program, "viewProjection"), false, ref viewProjectionMatrix); m_Texture = new Texture(m_Game, "Images/AnimationSample.png"); m_RegionUL = new TextureRegion(m_Texture, 0, 0, 64, 64); m_TextureAnimation = new Texture(m_Game, "Images/AnimationSample.png"); m_Animation = new Animation(0.2f, new TextureRegion[] { new TextureRegion(m_TextureAnimation, 0, 0, 64, 64), new TextureRegion(m_TextureAnimation, 64, 0, 64, 64), new TextureRegion(m_TextureAnimation, 128, 0, 64, 64), new TextureRegion(m_TextureAnimation, 192, 0, 64, 64), }); }