private void addDefaultPrimitives() { //Default quad MVCore.Primitives.Quad q = new MVCore.Primitives.Quad(1.0f, 1.0f); MVCore.Common.RenderState.activeResMgr.GLPrimitiveVaos["default_quad"] = q.getVAO(); //Default render quad q = new MVCore.Primitives.Quad(); MVCore.Common.RenderState.activeResMgr.GLPrimitiveVaos["default_renderquad"] = q.getVAO(); //Default cross MVCore.Primitives.Cross c = new MVCore.Primitives.Cross(0.1f); MVCore.Common.RenderState.activeResMgr.GLPrimitiveVaos["default_cross"] = c.getVAO(); //Default cube MVCore.Primitives.Box bx = new MVCore.Primitives.Box(1.0f, 1.0f, 1.0f); MVCore.Common.RenderState.activeResMgr.GLPrimitiveVaos["default_box"] = bx.getVAO(); //Default sphere MVCore.Primitives.Sphere sph = new MVCore.Primitives.Sphere(new Vector3(0.0f, 0.0f, 0.0f), 100.0f); MVCore.Common.RenderState.activeResMgr.GLPrimitiveVaos["default_sphere"] = sph.getVAO(); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); //Setup Texture string texturepath = "E:\\SteamLibrary1\\steamapps\\common\\No Man's Sky\\GAMEDATA\\TEXTURES\\PLANETS\\BIOMES\\WEIRD\\BEAMSTONE\\BEAMGRADIENT.DDS"; //string texturepath = "E:\\SteamLibrary1\\steamapps\\common\\No Man's Sky\\GAMEDATA\\TEXTURES\\PLANETS\\BIOMES\\WEIRD\\BEAMSTONE\\SCROLLINGCLOUD.DDS"; Texture tex = new Texture(texturepath); texture_id = tex.bufferID; string log = ""; //Compile Necessary Shaders //Pass Shader GLSLShaderText gbuffer_shader_vs = new GLSLShaderText(ShaderType.VertexShader); gbuffer_shader_vs.addStringFromFile("Shaders/Gbuffer_VS.glsl"); GLSLShaderText passthrough_shader_fs = new GLSLShaderText(ShaderType.FragmentShader); passthrough_shader_fs.addStringFromFile("Shaders/PassThrough_FS.glsl"); shader_conf = new GLSLShaderConfig(gbuffer_shader_vs, passthrough_shader_fs, null, null, null, SHADER_TYPE.PASSTHROUGH_SHADER); compileShader(shader_conf); //Generate Geometry //Default render quad MVCore.Primitives.Quad q = new MVCore.Primitives.Quad(); quad_vao_id = q.getVAO().vao_id; GL.Viewport(0, 0, 800, 600); }