-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathLoadScreen.cs
74 lines (59 loc) · 2.16 KB
/
LoadScreen.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Tao.OpenGl;
using GlmNet;
using System.IO;
using System.Threading;
namespace Graphics {
class LoadScreen :ScreenClass {
#region Shaders Declaration
Shader sh;
#endregion
#region Matrices declaration
int transID;
#endregion
#region Models Declaration
Model background;
#endregion
int texUnit = 0;
public override void Initialize() {
#region Shaders Initialization
sh = new Shader(projectPath + "\\Shaders\\2Dvertex.vertexshader", projectPath + "\\Shaders\\2Dfrag.fragmentshader");
#endregion
transID = Gl.glGetUniformLocation(sh.ID, "model");
Gl.glClearColor(1, 0, 0, 1);
#region Models Initialization
#region Background
background = new Model();
background.vertices.Add(new vec3(-1, -1, 0));
background.vertices.Add(new vec3(1, 1, 0));
background.vertices.Add(new vec3(1, -1, 0));
background.vertices.Add(new vec3(-1, -1, 0));
background.vertices.Add(new vec3(1, 1, 0));
background.vertices.Add(new vec3(-1, 1, 0));
background.uvCoordinates.Add(new vec2(0, 0));
background.uvCoordinates.Add(new vec2(1, 1));
background.uvCoordinates.Add(new vec2(1, 0));
background.uvCoordinates.Add(new vec2(0, 0));
background.uvCoordinates.Add(new vec2(1, 1));
background.uvCoordinates.Add(new vec2(0, 1));
background.texture = new Texture(projectPath + "\\Textures\\loading.jpg", (texUnit++) % 32, true);
background.Initialize();
#endregion
#endregion
}
public override void Draw() {
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
sh.UseShader();
Gl.glDisable(Gl.GL_DEPTH_TEST);
background.Draw(transID);
Gl.glEnable(Gl.GL_DEPTH_TEST);
}
public override void CleanUp() {
sh.DestroyShader();
}
}
}