public override void EarlyRender3D() { VAO.Bind(); Cubemap.Bind(); GL.DepthMask(false); CubemapShader.Use(); var view = ECSScene.Camera.View(); var viewWithoutTrans = new Matrix4(new Matrix3(view)); CubemapShader.UniformMatrix4("View", ref viewWithoutTrans); var proj = ECSScene.Camera.Projection(); CubemapShader.UniformMatrix4("Projection", ref proj); CubemapShader.Uniform1i("Cubemap", 0); if (RenderCubemaps) { GL.DrawArrays(PrimitiveType.Triangles, 0, 36); } GL.DepthMask(true); GL.BindVertexArray(0); }
public override void Create() { VAO = new("Cubemap VAO"); VBO = new("Cubemap VBO"); VAO.Bind(); VBO.Bind(BufferTarget.ArrayBuffer); VBO.Data(skyboxVertices, BufferUsageHint.DynamicDraw); var VS = File.ReadAllText("EngineResources/Shaders/Cubemap/cubemap.vert"); var FS = File.ReadAllText("EngineResources/Shaders/Cubemap/cubemap.frag"); var VP = new GLShader(VS, GLShaderType.Vertex); var FP = new GLShader(FS, GLShaderType.Fragment); CubemapShader = new GLShaderProgram() .Label("Cubemap Shader") .Attach(VP) .Attach(FP) .Link(); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0); GL.BindVertexArray(0); }
private unsafe void SetUp() { VAO = new("Mesh VAO"); VBO = new("Mesh VBO"); EBO = new("Mesh EBO"); VAO.Bind(); VBO.Bind(BufferTarget.ArrayBuffer); // Buffer the vertex data into the VBO. var verarr = CollectionsMarshal.AsSpan(Vertices); GL.BufferData(BufferTarget.ArrayBuffer, verarr.Length * sizeof(Vertex), ref verarr[0], BufferUsageHint.StaticDraw); EBO.Bind(BufferTarget.ElementArrayBuffer); // Buffer the element array into the EBO. var indarr = CollectionsMarshal.AsSpan(Indices); GL.BufferData(BufferTarget.ElementArrayBuffer, indarr.Length * sizeof(uint), ref indarr[0], BufferUsageHint.StaticDraw); SetupPointers(); GL.BindVertexArray(0); }
public void Draw() { VAO.Bind(); GL.Enable(EnableCap.DepthTest); GL.DrawElements(BeginMode.Triangles, Indices.Count, DrawElementsType.UnsignedInt, 0); GL.BindVertexArray(0); }