Example #1
0
        public static void RenderPlayer(Camera camera, Player.Player player)
        {
            //Create temporary matrix4f and give it the Camera's projection Matrix
            Matrix4 projection = camera.getProjectionMatrix();

            //Send the Camera projection Matrix too the shader!
            GL.UniformMatrix4(4, false, ref projection);
            //Make temporary matrix4f of the Camera
            Matrix4 camerapos = camera.getCameraMatrix();

            //Send the camera matrix to the GPU
            GL.UniformMatrix4(6, false, ref camerapos);
            //Send the tile positon to the GPU e
            GL.UniformMatrix4(5, false, ref player.position);
            //Select the correct texture for rendering from GPU memory
            GL.BindTexture(TextureTarget.Texture2D, player.TextureBind);
            //Then call the draw code now that all data is in place for the shaders
            GL.DrawElements(PrimitiveType.Triangles, Geometry.indices.Length, DrawElementsType.UnsignedInt, 0);
        }
Example #2
0
        public static void initializeObjects()
        {
            Texture.GenerateTextureArray(2);
            Texture.genTexture(0, @"Bin/textures/TEXTURE.png");
            Texture.genTexture(1, @"Bin/textures/player.png");

            Lights = new float[12]
            {
                1.0f, 1.0f, 1f,
                9.0f, 1.0f, 3f,
                1.0f, 9.0f, 4f,
                9.0f, 9.0f, 1f
            };

            LightColors = new float[12]
            {
                1.0f, 1.0f, 1f,
                1.0f, 0.7f, 0.3f,
                1.0f, 1.0f, 1f,
                9.0f, 9.0f, 1f
            };

            floor = new ITile(0);
            floor.setPosition(1, 1);

            Dimension = new IDimension(floor, 0.1f, new Vector3(0.0f, 0.0f, 0.0f));

            player = new Player.Player(1, true);

            World = new IWorld(Dimension);

            camera = new Camera(Renderer.Renderer.width, Renderer.Renderer.height);



            camera.setCameraPosition(1, 1);

            World.GenerateWorld();

            player.setPosition(-1, -1);
        }