Exemple #1
0
 public UITexture(Texture texture)
 {
     Mesh = new Mesh(
         vertices:    new Vec3[] { new Vec3(-1f, 1f, 0.5f), new Vec3(-1f, -1f, 0.5f), new Vec3(1f, -1f, 0.5f), new Vec3(1f, 1f, 0.5f) },
         uvw:         new Vec3[] { new Vec3(0, -1, 1), new Vec3(0, 0, 1), new Vec3(1, 0, 1), new Vec3(1, -1, 1) },
         normals:     new Vec3[] { new Vec3(0, 1, 1), new Vec3(0, 0, 1), new Vec3(1, 0, 1), new Vec3(1, 1, 1) },
         vertIndices: new uint[] { 0, 1, 2, 2, 3, 0 },
         uvwIndices:  new uint[] { 0, 1, 2, 2, 3, 0 },
         normIndices: new uint[] { 0, 1, 2, 2, 3, 0 }
         );
     Texture = texture;
     Shader  = new ShaderAlias("basicUITexture", "basicUITexture", new Dictionary <string, string>());
 }
Exemple #2
0
        public Material(Vec3 color, string shaderPath, string diffusePath, string normalPath)
        {
            Color = color;

            Diffuse = diffusePath != null
                ? CoreAPI.I.Core.RM.Get <Texture>($"Textures/{diffusePath}", Resource.ResourceTarget.LoadedLevel)
                : null;

            Normal = normalPath != null
                ? CoreAPI.I.Core.RM.Get <Texture>($"Textures/{normalPath}", Resource.ResourceTarget.LoadedLevel)
                : null;

            var shaderInfo = (shaderPath != null)
                ? CoreAPI.I.Core.RM.Get <ConfigTable>($"Config/Shaders/{shaderPath}", Resource.ResourceTarget.LoadedLevel)
                : null;

            Shader = shaderInfo == null
                ? null
                : new ShaderAlias(
                shaderInfo["Shader", "VertexShader"],
                shaderInfo["Shader", "FragmentShader"],
                shaderInfo["Uniform"]);
        }