public Sprite(string textureName, Vector3 pos, Vector3 rot, Vector3 s) { vbo = new VBO(); vao = new VAO(); ebo = new EBO(); texture = TextureManager.GetTextureID(textureName); shader = new Shader(System.IO.File.ReadAllText("Shaders/Sprite/sprite_vert.glsl"), System.IO.File.ReadAllText("Shaders/Sprite/sprite_frag.glsl")); position = pos; rotation = rot; scale = s / 0.5f; float[] vertices = { // Positions // Normals // Texture Coords 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Top Right 0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Bottom Right -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // Bottom Left -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f // Top Left }; uint[] indices = { 0, 3, 2, 2, 1, 0 }; vao.Enable(); vbo.BufferData(vertices); ebo.BufferData(indices); vao.Disable(); }
public Mesh(float[] data, uint[] indices, string textureName) { vbo = new VBO(); vao = new VAO(); ebo = new EBO(); texture = TextureManager.GetTextureID(textureName); shader = new Shader(System.IO.File.ReadAllText("Shaders/Mesh/mesh_vert.glsl"), System.IO.File.ReadAllText("Shaders/Mesh/mesh_frag.glsl")); vao.Enable(); vbo.BufferData(data); ebo.BufferData(indices); vao.Disable(); }