public void Run() { _engine = new DemoGameEngine(); _renderer = new DemoRenderer(_engine.GetWindow()); var shader = new Shader(_vertexShaderPath, _fragmentShaderPath); // (x, y, z) coordinate pairs float[] vertices = { 0.0f, 0.5f, 0.0f, // top 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f // bottom left }; var geometry = new List <Geometry> { new Geometry(vertices, shader) }; _renderer.SetupGeometry(geometry); while (_engine.IsRunning()) { _engine.PollEvents(); _renderer.DrawScene(); } _renderer.Cleanup(); _engine.Cleanup(); }
public void Run() { _engine = new DemoGameEngine(); _renderer = new DemoRenderer(_engine.GetWindow()); var leftTriangleShader = new Shader("Shaders/triangle.vert", "Shaders/orange.frag"); var rightTriangleShader = new Shader("Shaders/triangle.vert", "Shaders/yellow.frag"); // (x, y, z) coordinate pairs var left_triangle = new Geometry(new float[] { -1.0f, -0.5f, 0.0f, // left triangle - left point -0.5f, 0.5f, 0.0f, // left triangle - top 0.0f, -0.5f, 0.0f // center }, shader: leftTriangleShader); var right_triangle = new Geometry(new float[] { 0.5f, 0.5f, 0.0f, // right triangle - top 1.0f, -0.5f, 0.0f, // right triangle - right point 0.0f, -0.5f, 0.0f // center }, shader: rightTriangleShader); var geometry = new List <Geometry> { left_triangle, right_triangle }; _renderer.SetupGeometry(geometry); while (_engine.IsRunning()) { _engine.PollEvents(); _renderer.DrawScene(); } _renderer.Cleanup(); _engine.Cleanup(); }
public void Run() { _engine = new DemoGameEngine(); _renderer = new DemoRenderer(_engine.GetWindow()); var shader = new Shader("Shaders/triangle.vert", "Shaders/orange.frag"); // (x, y, z) coordinate pairs float[] vertices = { 0.5f, 0.5f, 0.0f, // top right 0.5f, -0.5f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f // top left }; // specify vertex drawing order uint[] indices = { 0, 1, 3, // first triangle 1, 2, 3 }; var geometry = new List <Geometry> { new Geometry(vertices, indices, shader, DrawingMode.Wireframe) }; _renderer.SetupGeometry(geometry); while (_engine.IsRunning()) { _engine.PollEvents(); _renderer.DrawScene(); } _renderer.Cleanup(); _engine.Cleanup(); }
public void Run() { _engine = new DemoGameEngine(); _renderer = new DemoRenderer(_engine.GetWindow()); var shader = new Shader("Shaders/triangle.vert", "Shaders/orange.frag"); // (x, y, z) coordinate pairs float[] vertices = { -1.0f, -0.5f, 0.0f, // left triangle - left point -0.5f, 0.5f, 0.0f, // left triangle - top 0.0f, -0.5f, 0.0f, // center 0.5f, 0.5f, 0.0f, // right triangle - top 1.0f, -0.5f, 0.0f, // right triangle - right point }; // specify vertex drawing order uint[] indices = { 0, 1, 2, 2, 3, 4 }; var triangles = new Geometry(vertices, indices, shader); _renderer.SetupGeometry(new List <Geometry> { triangles }); while (_engine.IsRunning()) { _engine.PollEvents(); _renderer.DrawScene(); } _renderer.Cleanup(); _engine.Cleanup(); }