Esempio n. 1
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        public override void Initialize()
        {
            AddGameSystem(new ImGuiSystem());

            _spriteShader = BasicShaderFactory.CreateSpriteShaderProgram(RenderContext);
            _lineShader = BasicShaderFactory.CreateLineShaderProgram(RenderContext);

            _lineBatch = new LineBatch2D(RenderContext) { ShaderProgram = _lineShader };
        }
Esempio n. 2
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        public override void Initialize()
        {
            base.Initialize();

            _tilesetTexture = AssetManager.Load <Texture2D>("./Assets/Textures/tilesheet.png");
            TextureHelper.SetParametersForPixelArt(RenderContext, _tilesetTexture);

            _tileset = Tileset.FromTileSize(_tilesetTexture, 16);

            _spriteShader = BasicShaderFactory.CreateSpriteShaderProgram(RenderContext);
            _spriteBatch  = new SpriteBatch(RenderContext);
        }
Esempio n. 3
0
        public override void Initialize()
        {
#if DEBUG
            AssetManager.RootPath = "../../../Assets";
#else
            AssetManager.RootPath = "./Assets";
#endif

            AddGameSystem(new ImGuiSystem());

            _spriteShader = BasicShaderFactory.CreateSpriteShaderProgram(RenderContext);

            _testShader       = AssetManager.Load <ShaderProgram>("./Shaders/shader.json", true);
            _testShader.Label = "test shader label";
            _mittens          = AssetManager.Load <Texture2D>("./Textures/mittens.png", true);

            _spriteBatch = new SpriteBatch(RenderContext)
            {
                Shader = _testShader
            };
        }