Пример #1
0
 public void AddTexture(TextureUnit texUnit, Texture texture)
 {
     _textures.Add(texUnit, texture);
 }
Пример #2
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        public static Material CreateTextureColor(Texture texture)
        {
            var mat = new Material();

            var attributes = new List<ShaderAttribute>();
            attributes.Add(new ShaderAttribute(ShaderAttributeType.Vertex, "in_vertex"));
            attributes.Add(new ShaderAttribute(ShaderAttributeType.Color, "in_color"));
            attributes.Add(new ShaderAttribute(ShaderAttributeType.UV, "in_uv"));

            var parameters = new List<ShaderParam>();
            parameters.Add(new ShaderParam(ShaderParamType.Camera, "camera", "Camera Matrix", Matrix4.Identity));
            parameters.Add(new ShaderParam(ShaderParamType.Model, "model", "Model Matrix", Matrix4.Identity));
            parameters.Add(new ShaderParam(ShaderParamType.Texture, "tex", "Texture", TextureUnit.Texture0));

            mat.Shader = new Shader(
            @"#version 150

            uniform mat4 camera;
            uniform mat4 model;
            in vec3 in_vertex;
            in vec4 in_color;
            in vec2 in_uv;
            out vec2 frag_TexCoord;
            out vec4 frag_Color;

            void main()
            {
            gl_Position = camera * model * vec4(in_vertex, 1);
            frag_TexCoord = in_uv;
            frag_Color = in_color;
            }",
            @"#version 150

            uniform sampler2D tex;
            in vec4 frag_Color;
            in vec2 frag_TexCoord;
            out vec4 final_color;

            void main()
            {
            final_color = texture(tex, frag_TexCoord) * frag_Color;
            }", attributes, parameters);
            mat.AddTexture(TextureUnit.Texture0, texture);
            mat.DepthTest = true;
            mat.AlphaBlend = true;
            mat.SmoothLines = true;
            return mat;
        }
Пример #3
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 public static Texture FromFile(string filename, bool preMultiplyAlpha, bool createAlpha)
 {
     var result = new Texture();
     result.LoadFromFile(filename, preMultiplyAlpha, createAlpha);
     return result;
 }
Пример #4
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 public static Texture FromBitmap(Bitmap image, bool preMultiplyAlpha, bool createAlpha)
 {
     var result = new Texture();
     result.LoadFromBitmap(image, preMultiplyAlpha, createAlpha);
     return result;
 }
Пример #5
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 public static Texture CreateFromStream(Stream stream, bool preMultiplyAlpha, bool createAlpha)
 {
     var texture = new Texture();
     texture.LoadFromStream(stream, preMultiplyAlpha, createAlpha);
     return texture;
 }
Пример #6
0
        private void CreateMaterial(Stream fontStream, Stream fontInfoStream)
        {
            var texture = new Texture();
            texture.LoadFromStream(fontStream, true, false);
            using (var sr = fontInfoStream)
            {
                using (var br = new BinaryReader(sr))
                {
                    for (int i = 33; i < 256; i++)
                    {
                        var x1 = br.ReadByte();
                        var y1 = br.ReadByte();
                        var x2 = br.ReadByte();
                        var y2 = br.ReadByte();

                        _charInfo[i].U1 = x1 / (float)texture.Width;
                        _charInfo[i].V1 = y1 / (float)texture.Height;
                        _charInfo[i].U2 = x2 / (float)texture.Width;
                        _charInfo[i].V2 = y2 / (float)texture.Height;
                        _charInfo[i].Width = x2 - x1;
                        _charInfo[i].Height = y2 - y1;
                        _charInfo[i].YOffset = br.ReadByte();
                    }
                    for (int i = 0; i < 256*256; i++)
                    {
                        _kerning[i] = br.ReadByte();
                    }
                }
            }
            _charInfo[32].Width = _charInfo[101].Width-2;
            _charInfo[32].Height = _charInfo[101].Height;

            _material = Material.CreateTextureColor(texture);
            _material.AlphaBlend = true;
            _material.DepthTest = false;
        }