示例#1
0
        public MagicBackground()
        {
            shader = new Shader();

            float v = Shader.Version;

            shader.LoadVertexFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "magic_background.vert"));
            shader.LoadFragmentFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "magic_background.frag"));

            shader.Link();

            buffer = new VertexBuffer(4);
            buffer.DeclareNextAttribute("vposition", 2);
            buffer.DeclareNextAttribute("vtexcoord", 2);
            buffer.DeclareNextAttribute("vcolor", 4);

            buffer.Attach(shader);

            buffer.AddVertex(-1, -1, 0, 0, 1f, 1f, 1f, 1f);
            buffer.AddVertex(1, -1, 1, 0, 1f, 1f, 1f, 1f);
            buffer.AddVertex(1, 1, 1, 1, 1, 1, 1, 1);
            buffer.AddVertex(-1, 1, 0, 1, 1, 1, 1, 1);
            buffer.AddIndices(0, 1, 2, 0, 2, 3);
            buffer.UpdateBuffer();
        }
示例#2
0
文件: BloodSystem.cs 项目: mokujin/DN
        public void Init()
        {
            blood_blend_shader = new Shader();

            float v = Shader.Version;

            blood_blend_shader.LoadVertexFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "blood_blend.vert"));
            blood_blend_shader.LoadFragmentFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "blood_blend.frag"));

            blood_blend_shader.Link();

            blend_buffer = new VertexBuffer(4);
            blend_buffer.DeclareNextAttribute("vposition", 2);
            blend_buffer.DeclareNextAttribute("vtexcoord", 2);
            blend_buffer.DeclareNextAttribute("vcolor", 4);

            blend_buffer.Attach(blood_blend_shader);
            blend_buffer.AddVertex(-1, -1, 0, 0, 1f, 1f, 1f, 1f);
            blend_buffer.AddVertex(1, -1, 1, 0, 1f, 1f, 1f, 1f);
            blend_buffer.AddVertex(1, 1, 1, 1, 1, 1, 1, 1);
            blend_buffer.AddVertex(-1, 1, 0, 1, 1, 1, 1, 1);
            blend_buffer.AddIndices(0, 1, 2, 0, 2, 3);
            blend_buffer.UpdateBuffer();
        }
示例#3
0
 public void Attach(Shader shader)
 {
     if (!Bind())
         return;
     GL.BindBuffer(BufferTarget.ArrayBuffer, VertexDataBufferObject);
     shader.Use();
     int off = 0;
     for (int i = 0; i < declarations.Count; i++)
     {
         int location = GL.GetAttribLocation(shader.Handle, declarations[i].name);
         if (location != -1)
         {
             GL.VertexAttribPointer(location, declarations[i].elements, VertexAttribPointerType.Float, false, stride * sizeof(float), off);
             GL.EnableVertexAttribArray(location);
         }
         off += declarations[i].elements * sizeof(float);
     }
     GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexDataBufferObject);
 }
示例#4
0
        private static void LoadMaterials(XmlNode main)
        {
            XmlNode material = main.SelectSingleNode("Materials");
            XmlNodeList materials = material.SelectNodes("Material");
            string basePath = material.Attributes["basePath"].Value;

            foreach (XmlNode item in materials)
            {
                string name = item.Attributes["gameName"].Value;
                string vshader = item.Attributes["vshader"].Value;
                string fshader = item.Attributes["fshader"].Value;

                XmlNodeList @params = item.SelectNodes("Param");

                Shader shader = new Shader();
                shader.LoadVertexFile(basePath + "//" + vshader);
                shader.LoadFragmentFile(basePath + "//" + fshader);
                shader.Link();
                Material mat = new Material(shader);
                foreach (XmlNode param in @params)
                {
                    string paramName = param.Attributes["name"].Value;
                    string paramType = param.Attributes["type"].Value;
                    string paramValue = param.Attributes["value"].Value;

                    mat.SetParameter(paramName, paramType, paramValue);
                }

                _materials[name] = mat;
            }
        }
示例#5
0
文件: SpriteBatch.cs 项目: mokujin/DN
        public SpriteBatch()
        {
            _batchItemList = new List<BatchItem>(256);
            _freeBatchItemQueue = new Queue<BatchItem>(256);

            vbuffer = new VertexBuffer(1024);
            defaultShader = new Shader();

            if (Shader.Version < 3.3f)
            {
                defaultShader.LoadVertexSource(@"#version 120
                uniform mat4 projection, view;
                attribute vec2 vposition;
                attribute vec4 vcolor;
                attribute vec2 vtexcoord;
                varying vec4 fcolor;
                varying vec2 ftexcoord;
                void main(void)
                {
                    fcolor = vcolor;
                    ftexcoord = vtexcoord;
                    gl_Position = projection * view * vec4(vposition, 0, 1);
                }");

                defaultShader.LoadFragmentSource(@"#version 120
                                          uniform sampler2D colorTexture;
                                          varying vec4 fcolor; varying vec2 ftexcoord;

                                          void main(void) { gl_FragColor = texture2D(colorTexture, ftexcoord) * fcolor; }");

            }
            else
            {
                defaultShader.LoadVertexSource(@"#version 330 core
                                    uniform mat4 projection, view;
                                    in vec2 vposition; in vec4 vcolor; in vec2 vtexcoord;
                                    out vec4 fcolor; out vec2 ftexcoord;
                                    void main(void) {
                                    fcolor = vcolor;
                                    ftexcoord = vtexcoord;
                                    gl_Position = projection * view * vec4(vposition, 0, 1); }");
                defaultShader.LoadFragmentSource(@"#version 330 core
                                          uniform sampler2D colorTexture;
                                          in vec4 fcolor; in vec2 ftexcoord;
                                          out vec4 color;
                                          void main(void) { color = texture(colorTexture, ftexcoord) * fcolor; }");
            }
            defaultShader.Link();
            BindShader(this.defaultShader, "vposition", "vcolor", "vtexcoord", "projection", "view");

            int[] p = new int[4];
            GL.GetInteger(GetPName.Viewport, p);

            proj = Matrix4.CreateOrthographicOffCenter(p[0], p[2], p[3], p[1], 1, -1);

            GL.GenTextures(1, out pixelTex);
            GL.BindTexture(TextureTarget.Texture2D, pixelTex);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, 0);

            float[] pix = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, 1, 1, 0,
               PixelFormat.Bgra, PixelType.Float, pix);
        }
示例#6
0
文件: SpriteBatch.cs 项目: mokujin/DN
        public void End()
        {
            int pr;
            GL.GetInteger(GetPName.CurrentProgram,out pr);
            if(current == null)
            {
                current = defaultShader;
                current.Use();
            }
            if (current.Program != pr)
                current.Use();
            current.SetUniform(proj_uniform_loc, ref proj);
            current.SetUniform(view_uniform_loc, ref trans);

            // nothing to do
            if (_batchItemList.Count == 0)
                return;

            vbuffer.Bind();
            vbuffer.UpdateVertexBuffer();
            vbuffer.UpdateIndexBuffer();
            int texID = -1;
            BeginMode mode = BeginMode.Triangles;
            float lineWidth;
            float pointSize;
            GL.GetFloat(GetPName.LineWidth, out lineWidth);
            GL.GetFloat(GetPName.PointSize, out pointSize);
            int offset = 0, count = 0;

            foreach (BatchItem item in _batchItemList)
            {
                if (item.texture != texID || item.mode != mode || lineWidth != item.lineWidth || pointSize != item.pointSize)
                {
                    FlushBuffer(mode, offset, count);
                    offset += count;
                    count = 0;

                    texID = item.texture;
                    mode = item.mode;
                    lineWidth = item.lineWidth;
                    pointSize = item.pointSize;
                    GL.BindTexture(TextureTarget.Texture2D, texID);
                    GL.LineWidth(item.lineWidth);
                    GL.PointSize(item.pointSize);
                }
                count += item.count;
                _freeBatchItemQueue.Enqueue(item);
            }

            // flush the remaining vertexArray data
            FlushBuffer(mode, offset, count);
            vbuffer.ClearBuffer();
            _batchItemList.Clear();
        }
示例#7
0
文件: SpriteBatch.cs 项目: mokujin/DN
        public void BindShader(Shader shader, string positionAttrib, string colorAttrib, string texcoordAttrib, string projectionUniform, string viewUniform)
        {
            vbuffer.ClearAttributeDeclarations();

            vbuffer.DeclareNextAttribute(positionAttrib, 2);
            vbuffer.DeclareNextAttribute(colorAttrib, 4);
            vbuffer.DeclareNextAttribute(texcoordAttrib, 2);

            vbuffer.Attach(shader);

            proj_uniform_loc = GL.GetUniformLocation(shader.Program, projectionUniform);
            view_uniform_loc = GL.GetUniformLocation(shader.Program, viewUniform);

            shader.Use();
            current = shader;
        }
示例#8
0
 internal Material(Shader shader)
 {
     Shader = shader;
 }
示例#9
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        public void BindShader(Shader shader, string positionAttrib, string colorAttrib, string texcoordAttrib)
        {
            vbuffer.ClearAttributeDeclarations();

            vbuffer.DeclareNextAttribute(positionAttrib, 2);
            vbuffer.DeclareNextAttribute(colorAttrib, 4);
            vbuffer.DeclareNextAttribute(texcoordAttrib, 2);

            vbuffer.Attach(shader);

            shader.Use();
        }
示例#10
0
 public void ResetShader(Shader shader = null)
 {
     BindShader(shader == null ? defaultMaterial.Shader : shader, "vposition", "vcolor", "vtexcoord");
 }