public override void SetShaderProgramOptions(RenderNode renderer) { Matrix4 WVP = RootNode.GetCurrentScene().ProjectionMatrix * RootNode.GetCurrentScene().Camera.ViewMatrix * renderer.WorldMatrix; simpleShader.SetUniformValue(0, ref WVP); simpleShader.SetUniformValue(1, ref Color); RootNode.graphicsContext.SetTexture(1, renderer[1]); }
public EntityNode(Vector3 Position, RenderNode body, Entity physicsBody) { Body = body; PhysicsBody = physicsBody; this.Position = Position; Initialized = false; }
public override void Initialize() { sphere = new RenderNode(RenderableFactory.LoadModel("vfs0:/Application/Environment/Resources/sphere.a3d") , new Simple()); spaceBg = new Texture2D("Application/Environment/Resources/starMap.png", false); fgStars = new Texture2D("Application/Environment/Resources/Hyades.png", false); Initialized = true; }
public SSAO() { if(ssaoShader == null) { ssaoShader = new ShaderProgram(VFS.GetFileBytes("vfs1:/shaders/SSAO.cgx")); ssaoShader.SetAttributeBinding(0, "a_Position"); ssaoShader.SetAttributeBinding(1, "a_TexCoord"); } if(fsq == null) { fsq = new RenderNode(RenderableFactory.CreatePlane(1, 1), this); } }
public override void SetShaderProgramOptions(RenderNode renderer) { Matrix4 WVP = RootNode.GetCurrentScene().ProjectionMatrix * RootNode.GetCurrentScene().Camera.ViewMatrix * renderer.WorldMatrix; ubershader.SetUniformValue(0, ref WVP); Matrix4 world = renderer.WorldMatrix; ubershader.SetUniformValue(1, ref world); Vector3 lightDir = Vector3.UnitX; ubershader.SetUniformValue(2, ref lightDir); ubershader.SetUniformValue(3, ref RootNode.GetCurrentScene().Camera.Forward); ubershader.SetUniformValue(4, 0.5f); }
public override void SetShaderProgramOptions(RenderNode renderer) { Matrix4 WVP = RootNode.GetCurrentScene().ProjectionMatrix * RootNode.GetCurrentScene().Camera.ViewMatrix * renderer.WorldMatrix; try{ depth.SetUniformValue(0, ref WVP); }catch(ObjectDisposedException) { depth = new ShaderProgram(VFS.GetFileBytes("vfs1:/shaders/Depth.cgx")); depth.SetAttributeBinding(0, "a_Position"); depth.SetUniformBinding(0, "WorldViewProj"); depth.SetUniformValue(0, ref WVP); RootNode.graphicsContext.SetShaderProgram(depth); } RootNode.graphicsContext.SetFrameBuffer(RenderPassBuf); }
public override void SetShaderProgramOptions(RenderNode renderer) { }
public abstract void SetShaderProgramOptions(RenderNode renderer);