public PostProcessingExample(int width, int height) { fbo = new FBO(); textureForRendering = Texture.Create(width, height); shaderPostProcess = PixelShader.Create(Encoding.UTF8.GetString(Resources.Swirl)); shaderSource = PixelShader.Create(Encoding.UTF8.GetString(Resources.PatternCircle)); }
public PingPongExample(int width, int height) { fbo = new FBO(); textureA = Texture.Create(width, height); textureB = Texture.Create(width, height); active = textureA; shaderCopy = PixelShader.Create(PixelShader.Copy); shaderGameOfLife = PixelShader.Create(Encoding.UTF8.GetString(Resources.GameOfLife)); }
public VisualContext() { GL.Disable(EnableCap.DepthTest); GL.ClearColor(1, 0, 0, 0); surface = new FBO(); textureSurface = Texture.Create(1, 1); shaderCopyToScreen = InitShaderCopyToScreen(); shaderDefault = InitShaderDefault(); }
public Visual() { // Vertex positions float[] positions = { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f }; // Reserve a name for the buffer object. bufferQuad = GL.GenBuffer(); // Bind it to the GL_ARRAY_BUFFER target. GL.BindBuffer(BufferTarget.ArrayBuffer, bufferQuad); // Allocate space for it (sizeof(positions) GL.BufferData(BufferTarget.ArrayBuffer , (IntPtr) (sizeof(float) * positions.Length), positions, BufferUsageHint.StaticDraw); GL.BindVertexArray(bufferQuad); GL.EnableClientState(ArrayCap.VertexArray); GL.VertexPointer(2, VertexPointerType.Float, 0, 0); GL.BindVertexArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.Disable(EnableCap.DepthTest); GL.ClearColor(1, 0, 0, 0); surface = new FBO(); textureSurface = Texture.Create(1, 1); string sVertexShader = @" varying vec2 uv; void main() { gl_Position = gl_Vertex; uv = gl_Vertex.xy * 0.5f + 0.5f; }"; string sFragmentShd = @" varying vec2 uv; uniform sampler2D tex; void main() { gl_FragColor = texture(tex, uv); }"; shaderCopyToScreen = Shader.LoadFromStrings(sVertexShader, sFragmentShd); shader = new Shader(); texture1 = new Texture(); texture2 = new Texture(); }
public PostProcessing(int width, int height) { fbo = new FBO(); texImage = Texture.Create(width, height); SetShader(ShaderCopy); }