本文整理汇总了C#中All类的典型用法代码示例。如果您正苦于以下问题:C# All类的具体用法?C# All怎么用?C# All使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
All类属于命名空间,在下文中一共展示了All类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CompileShader
private int CompileShader(string shaderName, All shaderType)
{
string shaderPath = NSBundle.PathForResourceAbsolute(shaderName, ".glsl", "Content");
string shaderProgram = File.ReadAllText(shaderPath);
int shader = GL.CreateShader(shaderType);
int length = shaderProgram.Length;
GL.ShaderSource(shader, 1, new string[] { shaderProgram }, ref length);
GL.CompileShader(shader);
int compileStatus = 0;
GL.GetShader(shader, All.CompileStatus, ref compileStatus);
if (compileStatus == (int)All.False)
{
StringBuilder sb = new StringBuilder(256);
length = 0;
GL.GetShaderInfoLog(shader, sb.Capacity, ref length, sb);
Console.WriteLine(sb.ToString());
throw new InvalidOperationException();
}
return shader;
}
示例2: Cull
public static void Cull(All cullMode)
{
if (_cull != cullMode)
{
_cull = cullMode;
// TODO GL.Enable(_cull);
}
}
示例3: testAll
// throws jjtraveler.VisitFailure
public virtual void testAll()
{
Identity id = new Identity();
Logger expected = new Logger(id, new IVisitable[]{n3, n2} );
All all = new All( logVisitor(id) );
IVisitable nodeReturned = all.visit(n4);
Assertion.AssertEquals(expected, logger);
Assertion.AssertEquals(n4, nodeReturned);
}
示例4: GLESTextureBuffer
/// <summary>
///
/// </summary>
/// <param name="name"></param>
/// <param name="target"></param>
/// <param name="id"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <param name="format"></param>
/// <param name="face"></param>
/// <param name="level"></param>
/// <param name="usage"></param>
/// <param name="crappyCard"></param>
/// <param name="writeGamma"></param>
/// <param name="fsaa"></param>
public GLESTextureBuffer( string basename, All targetfmt, int id, int width, int height, int format, int face, int level, BufferUsage usage, bool crappyCard, bool writeGamma, int fsaa )
: base( 0, 0, 0, Media.PixelFormat.Unknown, usage )
{
_target = targetfmt;
_textureId = id;
_face = face;
_level = level;
_softwareMipmap = crappyCard;
GLESConfig.GlCheckError( this );
OpenGL.BindTexture( All.Texture2D, _textureId );
GLESConfig.GlCheckError( this );
// Get face identifier
_faceTarget = _target;
// TODO verify who get this
Width = width;
Height = height;
Depth = 1;
_glInternalFormat = (All)format;
Format = GLESPixelUtil.GetClosestAxiomFormat( _glInternalFormat );
RowPitch = Width;
SlicePitch = Height * Width;
sizeInBytes = PixelUtil.GetMemorySize( Width, Height, Depth, Format );
// Set up a pixel box
_buffer = new PixelBox( Width, Height, Depth, Format );
if ( Width == 0 || Height == 0 || Depth == 0 )
{
/// We are invalid, do not allocate a buffer
return;
}
// Is this a render target?
if ( ( (int)Usage & (int)TextureUsage.RenderTarget ) != 0 )
{
// Create render target for each slice
for ( int zoffset = 0; zoffset < Depth; zoffset++ )
{
string name = string.Empty;
name = "rtt/" + this.GetHashCode() + "/" + basename;
GLESSurfaceDescription target = new GLESSurfaceDescription();
target.Buffer = this;
target.ZOffset = zoffset;
RenderTexture trt = GLESRTTManager.Instance.CreateRenderTexture( name, target, writeGamma, fsaa );
_sliceTRT.Add( trt );
Root.Instance.RenderSystem.AttachRenderTarget( _sliceTRT[ zoffset ] );
}
}
}
示例5: EAGLView
public EAGLView (RectangleF frame, All format, All depth, bool retained) : base (frame)
{
CAEAGLLayer eaglLayer = (CAEAGLLayer) Layer;
eaglLayer.DrawableProperties = NSDictionary.FromObjectsAndKeys (
new NSObject [] {NSNumber.FromBoolean (true), EAGLColorFormat.RGBA8},
new NSObject [] {EAGLDrawableProperty.RetainedBacking, EAGLDrawableProperty.ColorFormat}
);
_format = format;
_depthFormat = depth;
_context = (iPhoneOSGraphicsContext) ((IGraphicsContextInternal) GraphicsContext.CurrentContext).Implementation;
CreateSurface ();
}
示例6: EAGLView
public EAGLView (CGRect frame, All format, All depth, bool retained) : base (frame)
{
CAEAGLLayer eaglLayer = (CAEAGLLayer) Layer;
eaglLayer.DrawableProperties = new NSDictionary (
EAGLDrawableProperty.RetainedBacking, true,
EAGLDrawableProperty.ColorFormat, EAGLColorFormat.RGBA8
);
_depthFormat = depth;
_context = (iPhoneOSGraphicsContext) ((IGraphicsContextInternal) GraphicsContext.CurrentContext).Implementation;
CreateSurface ();
}
示例7: testOnceTopDownIsLeaf
public virtual void testOnceTopDownIsLeaf()
{
IVisitor isLeaf = new All(new Fail());
OnceTopDown onceTopDown = new OnceTopDown(logVisitor(isLeaf));
Logger expected = new Logger(isLeaf, new IVisitable[]{n0,n1,n11});
try
{
IVisitable nodeReturned = onceTopDown.visit(n0);
Assertion.AssertEquals("visit trace",expected, logger);
Assertion.AssertEquals("return value",n0, nodeReturned);
}
catch (VisitFailure)
{
Assertion.Fail("VisitFailure should not occur!");
}
}
示例8: testAll
public virtual void testAll()
{
Identity id = new Identity();
All all = new All(logVisitor(id));
Logger expected = new Logger(id, new IVisitable[] { n1, n2 });
try
{
IVisitable nodeReturned = all.visit(n0);
Assertion.AssertEquals(expected, logger);
Assertion.AssertEquals(n0, nodeReturned);
}
catch (VisitFailure)
{
Assertion.Fail("VisitFailure should not occur!");
}
}
示例9: GLESRenderBuffer
/// <summary>
/// </summary>
/// <param name="format"> </param>
/// <param name="width"> </param>
/// <param name="height"> </param>
/// <param name="numSamples"> </param>
public GLESRenderBuffer( All format, int width, int height, int numSamples )
: base( width, height, 1, GLESPixelUtil.GetClosestAxiomFormat( format ), BufferUsage.WriteOnly )
{
_glInternalFormat = format;
/// Generate renderbuffer
OpenGLOES.GenRenderbuffers( 1, ref this._renderbufferID );
GLESConfig.GlCheckError( this );
/// Bind it to FBO
OpenGLOES.BindRenderbuffer( All.RenderbufferOes, this._renderbufferID );
GLESConfig.GlCheckError( this );
/// Allocate storage for depth buffer
if ( numSamples <= 0 )
{
OpenGLOES.RenderbufferStorage( All.RenderbufferOes, format, width, height );
GLESConfig.GlCheckError( this );
}
}
示例10: InitWithBitmap
public void InitWithBitmap(Bitmap image, All filter)
{
//TODO: Android.Opengl.GLUtils.GetInternalFormat()
_format = SurfaceFormat.Color;
if(image.HasAlpha)
_format = SurfaceFormat.Color;
GL.GenTextures(1, ref _name);
GL.BindTexture(All.Texture2D, _name);
GL.TexParameter(All.Texture2D, All.TextureMinFilter, (int)filter);
GL.TexParameter(All.Texture2D, All.TextureMagFilter, (int)filter);
Android.Opengl.GLUtils.TexImage2D((int)All.Texture2D, 0, image, 0);
_size = new Size(image.Width, image.Height);
_width = image.Width;
_height = image.Height;
_maxS = _size.Width / (float)_width;
_maxT = _size.Height / (float)_height;
}
示例11: ESTexture2D
public ESTexture2D(UIImage uiImage, All filter)
{
InitWithCGImage(uiImage.CGImage,filter);
}
示例12: InitWithData
public void InitWithData(IntPtr data, SurfaceFormat pixelFormat, int width, int height, Size size, All filter)
{
GL.GenTextures(1,ref _name);
GL.BindTexture(All.Texture2D, _name);
GL.TexParameter(All.Texture2D, All.TextureMinFilter, (int) filter);
GL.TexParameter(All.Texture2D, All.TextureMagFilter, (int) filter);
int sz = 0;
switch(pixelFormat) {
case SurfaceFormat.Color /*kTexture2DPixelFormat_RGBA8888*/:
case SurfaceFormat.Dxt1:
case SurfaceFormat.Dxt3:
sz = 4;
GL.TexImage2D(All.Texture2D, 0, (int) All.Rgba, (int) width, (int) height, 0, All.Rgba, All.UnsignedByte, data);
break;
case SurfaceFormat.Bgra4444 /*kTexture2DPixelFormat_RGBA4444*/:
sz = 2;
GL.TexImage2D(All.Texture2D, 0, (int) All.Rgba, (int) width, (int) height, 0, All.Rgba, All.UnsignedShort4444, data);
break;
case SurfaceFormat.Bgra5551 /*kTexture2DPixelFormat_RGB5A1*/:
sz = 2;
GL.TexImage2D(All.Texture2D, 0, (int) All.Rgba, (int) width, (int) height, 0, All.Rgba, All.UnsignedShort5551, data);
break;
case SurfaceFormat.Alpha8 /*kTexture2DPixelFormat_A8*/:
sz = 1;
GL.TexImage2D(All.Texture2D, 0, (int) All.Alpha, (int) width, (int) height, 0, All.Alpha, All.UnsignedByte, data);
break;
default:
throw new NotSupportedException("Texture format");;
}
_size = size;
_width = width;
_height = height;
_format = pixelFormat;
_maxS = size.Width / (float)width;
_maxT = size.Height / (float)height;
}
示例13: ESTexture2D
public ESTexture2D(UIImage uiImage, All filter)
{
CGImage image = uiImage.CGImage;
if(uiImage == null)
throw new ArgumentNullException("uiImage");
// TODO: could use this to implement lower-bandwidth textures
//bool hasAlpha = (image.AlphaInfo == CGImageAlphaInfo.First || image.AlphaInfo == CGImageAlphaInfo.Last
// || image.AlphaInfo == CGImageAlphaInfo.PremultipliedFirst || image.AlphaInfo == CGImageAlphaInfo.PremultipliedLast);
// Image dimentions:
logicalSize = new Point((int)uiImage.Size.Width, (int)uiImage.Size.Height);
pixelWidth = uiImage.CGImage.Width;
pixelHeight = uiImage.CGImage.Height;
// Round up the target texture width and height to powers of two:
potWidth = pixelWidth;
potHeight = pixelHeight;
if(( potWidth & ( potWidth-1)) != 0) { int w = 1; while(w < potWidth) { w *= 2; } potWidth = w; }
if((potHeight & (potHeight-1)) != 0) { int h = 1; while(h < potHeight) { h *= 2; } potHeight = h; }
// Scale down textures that are too large...
CGAffineTransform transform = CGAffineTransform.MakeIdentity();
while((potWidth > 1024) || (potHeight > 1024))
{
potWidth /= 2; // Note: no precision loss - it's a power of two
potHeight /= 2;
pixelWidth /= 2; // Note: precision loss - assume possibility of dropping a pixel at each step is ok
pixelHeight /= 2;
transform.Multiply(CGAffineTransform.MakeScale(0.5f, 0.5f));
}
RecalculateRatio();
lock(textureLoadBufferLockObject)
{
CreateTextureLoadBuffer();
unsafe
{
fixed(byte* data = textureLoadBuffer)
{
var colorSpace = CGColorSpace.CreateDeviceRGB();
var context = new CGBitmapContext(new IntPtr(data), potWidth, potHeight,
8, 4 * potWidth, colorSpace, CGImageAlphaInfo.PremultipliedLast);
context.ClearRect(new RectangleF(0, 0, potWidth, potHeight));
context.TranslateCTM(0, potHeight - pixelHeight); // TODO: this does not play nice with the precision-loss above (keeping half-pixel to the edge)
if(!transform.IsIdentity)
context.ConcatCTM(transform);
context.DrawImage(new RectangleF(0, 0, image.Width, image.Height), image);
SetupTexture(new IntPtr(data), filter);
context.Dispose();
colorSpace.Dispose();
}
}
}
}
示例14: SetupTexture
private void SetupTexture(IntPtr data, All filter)
{
GL.GenTextures(1, ref name);
GL.BindTexture(All.Texture2D, name);
GL.TexParameter(All.Texture2D, All.TextureMinFilter, (int)filter);
GL.TexParameter(All.Texture2D, All.TextureMagFilter, (int)filter);
GL.TexImage2D(All.Texture2D, 0, (int)All.Rgba, (int)potWidth, (int)potHeight, 0, All.Rgba, All.UnsignedByte, data);
}
示例15: LoadShader
int LoadShader(All type, string source)
{
int shader = GL.CreateShader (type);
if (shader == 0)
throw new InvalidOperationException ("Unable to create shader");
int length = 0;
GL.ShaderSource (shader, 1, new string [] {source}, (int[])null);
GL.CompileShader (shader);
int compiled = 0;
GL.GetShader (shader, All.CompileStatus, ref compiled);
if (compiled == 0) {
length = 0;
GL.GetShader (shader, All.InfoLogLength, ref length);
if (length > 0) {
var log = new StringBuilder (length);
GL.GetShaderInfoLog (shader, length, ref length, log);
Log.Debug ("GL2", "Couldn't compile shader: " + log.ToString ());
}
GL.DeleteShader (shader);
throw new InvalidOperationException ("Unable to compile shader of type : " + type.ToString ());
}
return shader;
}