Пример #1
0
 public TextShader() : base(
         VertexShader.FromResources("HopeEngine.Resources.shaders.text_vertex.glsl"),
         FragmentShader.FromResources("HopeEngine.Resources.shaders.text_fragment.glsl"))
 {
     MvpMatrixLocation   = GetUniformLocation("mvpMatrix");
     ActualColorLocation = GetUniformLocation("ActualColor");
 }
Пример #2
0
        protected override void CreateFrameBuffer()
        {
            Log.Info("Hope", "Creating frame buffer");
            ContextRenderingApi = GLVersion.ES3;
            LoadStandardSettings();

            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            Width           = Resources.DisplayMetrics.WidthPixels;
            Height          = Resources.DisplayMetrics.HeightPixels;
            Hope.ScreenSize = new Vector2(Width, Height);

            Hope.DefaultView = GameView.DefaultView(Width, Height);

            // Will be removed
            Log.Info("Hope", "Creating Shader programs");
            HopeShaders.DefaultShader = new ShaderProgram(
                VertexShader.FromResources("HopeEngine.Resources.shaders.basic_vertex.glsl"),
                FragmentShader.FromResources("HopeEngine.Resources.shaders.basic_fragment.glsl")
                );

            HopeShaders.DefaultTexureShader = new ShaderProgram(
                VertexShader.FromResources("HopeEngine.Resources.shaders.textured_vertex.glsl"),
                FragmentShader.FromResources("HopeEngine.Resources.shaders.textured_fragment.glsl")
                );

            HopeShaders.DefaultColorShader = new ShaderProgram(
                VertexShader.FromResources("HopeEngine.Resources.shaders.colored_vertex.glsl"),
                FragmentShader.FromResources("HopeEngine.Resources.shaders.colored_fragment.glsl")
                );

            HopeShaders.DefaultTextShader = new TextShader();

            Hope.DefaultTypeface = Android.Graphics.Typeface.CreateFromAsset(Android.App.Application.Context.Assets, "minimal.otf");

            Hope.EngineView = this;

            if (OnReady != null)
            {
                OnReady.Invoke();
            }
            // The first scene setup is called once the engine is ready
            Scene.Setup();
        }