public SSScene(SSMainShaderProgram main = null, SSPssmShaderProgram pssm = null, SSInstanceShaderProgram instance = null, SSInstancePssmShaderProgram instancePssm = null) { renderConfig = new SSRenderConfig(main, pssm, instance, instancePssm); }
public SSScene(SSMainShaderProgram main = null, SSPssmShaderProgram pssm = null, SSInstanceShaderProgram instance = null, SSInstancePssmShaderProgram instancePssm = null, Dictionary <string, SSShaderProgram> otherShaders = null) { renderConfig = new SSRenderConfig(main, pssm, instance, instancePssm, otherShaders); }
public SSRenderConfig(SSMainShaderProgram main, SSPssmShaderProgram pssm, SSInstanceShaderProgram instance, SSInstancePssmShaderProgram instancePssm) { mainShader = main; pssmShader = pssm; instanceShader = instance; instancePssmShader = instancePssm; }
public SSRenderConfig(SSMainShaderProgram main, SSPssmShaderProgram pssm, SSInstanceShaderProgram instance, SSInstancePssmShaderProgram instancePssm, Dictionary <string, SSShaderProgram> other ) { mainShader = main; pssmShader = pssm; instanceShader = instance; instancePssmShader = instancePssm; otherShaders = other; }
public SSRenderConfig(SSMainShaderProgram main, SSPssmShaderProgram pssm, SSInstanceShaderProgram instance, SSInstancePssmShaderProgram instancePssm, Dictionary<string, SSShaderProgram> other ) { mainShader = main; pssmShader = pssm; instanceShader = instance; instancePssmShader = instancePssm; otherShaders = other; }
public SSScene(SSMainShaderProgram main = null, SSPssmShaderProgram pssm = null, SSInstanceShaderProgram instance = null, SSInstancePssmShaderProgram instancePssm = null) { renderConfig = new SSRenderConfig (main, pssm, instance, instancePssm); }
/// <summary>Creates a 800x600 window with the specified title.</summary> public TestBenchBootstrap(string windowName) : base(#if false 800, 600, GraphicsMode.Default, // color format windowName, GameWindowFlags.Default, // windowed mode DisplayDevice.Default, // primary monitor 2, 2, // opengl version GraphicsContextFlags.Debug #endif) { // this can be used to force other culture settings for testing.. // System.Threading.Thread.CurrentThread.CurrentCulture = new CultureInfo("nl-NL"); this.Title = windowName; VSync = VSyncMode.On; restoreClientWindowLocation(); Console.WriteLine("GL Version = {0}",GL.GetString(StringName.Version)); Console.WriteLine("GL Shader Version = {0}", GL.GetString(StringName.ShadingLanguageVersion)); // setup asset manager contexts // these help the asset manager find the "Asset" directy up above the bin/obj/Debug // output directories... SSAssetManager.AddAssetArchive(new SSAssetArchiveHandler_FileSystem("./Assets")); SSAssetManager.AddAssetArchive(new SSAssetArchiveHandler_FileSystem("../../Assets")); SSAssetManager.AddAssetArchive(new SSAssetArchiveHandler_FileSystem("../../../Assets")); SSAssetManager.AddAssetArchive(new SSAssetArchiveHandler_FileSystem("../../../../Assets")); mainShader = new SSMainShaderProgram(); // before mscene if (!mainShader.IsValid) { throw new Exception ("Failed to build the main shader"); } pssmShader = new SSPssmShaderProgram (); if (!pssmShader.IsValid) { pssmShader = null; } instancingShader = new SSInstanceShaderProgram (); if (!instancingShader.IsValid) { instancingShader = null; } else { instancingShader.debugLocations (); } instancingPssmShader = new SSInstancePssmShaderProgram (); if (!instancingPssmShader.IsValid) { instancingPssmShader = null; } setupInput (); setupScene (); setupCamera (); setupEnvironment (); setupHUD (); }
public SSScene(SSMainShaderProgram main = null, SSPssmShaderProgram pssm = null, SSInstanceShaderProgram instance = null, SSInstancePssmShaderProgram instancePssm = null, Dictionary<string, SSShaderProgram> otherShaders = null) { renderConfig = new SSRenderConfig (main, pssm, instance, instancePssm, otherShaders); }