public SpriteRenderer(SpriteSheet spriteSheet) { SpriteSheet = spriteSheet; m_program = SpriteProgram.Instance; m_instances = new List<SpriteInstance>(); m_vao = new VertexArray(); GL.BindVertexArray(m_vao); m_bufferSprite = new Buffer<SpriteData>(); m_bufferQuad = new Buffer<Vector3>(); m_bufferQuad.SetData(new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f), new Vector3(1f, 0f, 0f) }); GL.UseProgram(m_program); m_program.Position.SetValue(m_bufferQuad.GetView()); m_program.Transform.SetValue(m_bufferSprite.GetView<Matrix4>("Transform")); m_program.Transform.SetDivisor(1); m_program.TextureOrigin.SetValue(m_bufferSprite.GetView<Vector2>("TextureOrigin")); m_program.TextureOrigin.SetDivisor(1); m_program.TextureTarget.SetValue(m_bufferSprite.GetView<Vector2>("TextureTarget")); m_program.TextureTarget.SetDivisor(1); GL.BindVertexArray(null); m_isDirty = true; }
public Graphics(int queueCapacity = 1000) { m_queueCapacity = queueCapacity; m_queue = new QuadData[m_queueCapacity]; m_textureQueue = new Texture2D[TEXTURE_QUEUE_CAPACITY]; m_transformStack = new Stack<Matrix3x2>(); m_verticesBuffer = new Buffer<Vector2>(); m_verticesBuffer.SetData(new Vector2[] { new Vector2(0,0), new Vector2(0,1), new Vector2(1,1), new Vector2(1,0) }); m_quadsBuffer = new Buffer<QuadData>(); m_quadsBuffer.SetData(m_queueCapacity, GL.STREAM_DRAW); m_program = QuadProgram.Instance; m_vertexArray = new VertexArray(); GL.UseProgram(m_program); GL.BindVertexArray(m_vertexArray); m_program.Vertex.SetValue(m_verticesBuffer.GetView()); m_program.TextureCoordinates0.SetValue(m_quadsBuffer.GetView<Vector2>("TextureCoordinates0")); m_program.TextureCoordinates0.SetDivisor(1); m_program.TextureCoordinates1.SetValue(m_quadsBuffer.GetView<Vector2>("TextureCoordinates1")); m_program.TextureCoordinates1.SetDivisor(1); m_program.Transform.SetValue(m_quadsBuffer.GetView<Matrix3x2>("Transform")); m_program.Transform.SetDivisor(1); m_program.Color.SetValue(m_quadsBuffer.GetView<Color4ub>("Color")); m_program.Color.SetDivisor(1); m_program.Texture.SetValue(m_quadsBuffer.GetView<int>("Texture")); m_program.Texture.SetDivisor(1); GL.BindVertexArray(null); Clear(); }
public SpriteRenderer(SpriteSheet spriteSheet) { SpriteSheet = spriteSheet; textureFire = Texture2D.Load(typeof(Particle).Assembly.GetManifestResourceStream("Granite.Particle.Textures.fire_color.png")); m_program = SpriteProgram.Instance; m_instances = new List<SpriteInstance>(); m_vao = new VertexArray(); GL.BindVertexArray(m_vao); m_bufferSprite = new Buffer<SpriteData>(); m_bufferQuad = new Buffer<Vector3>(); m_bufferQuad.SetData(new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f), new Vector3(1f, 0f, 0f) }); GL.UseProgram(m_program); m_program.Position.SetValue(m_bufferQuad.GetView()); //m_program.Color.SetValue(m_bufferSprite.GetView(s => s.Color)); //m_program.Color.SetDivisor(1); m_program.Transform.SetValue(m_bufferSprite.GetView<Matrix4>("Transform")); m_program.Transform.SetDivisor(1); m_program.TextureOrigin.SetValue(m_bufferSprite.GetView<Vector2>("TextureOrigin")); m_program.TextureOrigin.SetDivisor(1); m_program.TextureTarget.SetValue(m_bufferSprite.GetView<Vector2>("TextureTarget")); m_program.TextureTarget.SetDivisor(1); m_program.Progress.SetValue(m_bufferSprite.GetView(s => s.Progress)); m_program.Progress.SetDivisor(1); GL.BindVertexArray(null); m_isDirty = true; }