public EntityProxWall(GL gl, string modelPath, IEnumerable <Entity> entities) : base(modelPath) { DrawInstanced = false; _gl = gl; _entities = entities; _shader = ShaderRepository.GetShader("Default/default", "Other/prox"); }
public LineMesh(vec3[] points = null, vec3[] colors = null, int lineWidth = 5) : base() { if (points != null) { Points = points; } if (colors != null) { Colors = colors; } LineWidth = lineWidth; shader = ShaderRepository.GetShader("Debug/Visualizer/vis"); shaderPoint = ShaderRepository.GetShader("Debug/Visualizer/vispoint"); SetupMesh(); if (points != null) { SetPoints(Points); } if (colors != null) { SetColors(Colors); } }
public UILayer() { Gl = GL.GetApi(); Components = ImmutableList.Create <IUIComponent>(); ivec2 UIWindowSize = Program.Window.GetSizeVec(); UIFrameBuffer = new FrameBuffer(UIWindowSize.x, UIWindowSize.y); UIFrameBuffer.CreateRenderBuffer((uint)UIWindowSize.x, (uint)UIWindowSize.y); Program.Window.OnResize += OnResize; _copyShader = ShaderRepository.GetShader("PostProcess/postPro", "PostProcess/postProDefault"); _copyShader.SetInt("screen", 0); //Components = Components.Add(new ButtonComponent(this, "Resource/Images/UI/Buttons/Reroll.png")); }
public CollisionMesh(vec3[] vertices, uint[] indices) : base() { DrawVertices = vertices; Indices = indices; shader = ShaderRepository.GetShader("Debug/Line/line"); List <vec3> temp = new List <vec3>(); foreach (vec3 v in vertices) { if (!temp.Contains(v)) { temp.Add(v); } } CollisionVertices = temp.ToArray(); SetupMesh(); }
public BasicRenderComponent() { _shader = ShaderRepository.GetShader("UI/UI", "UI/UIDefault"); }
public ImageBlurRenderComponent(GL Gl, string imgPath) { _shader = ShaderRepository.GetShader("UI/UI", "UI/UIBlurImage"); Image = new ImageTexture(Gl, imgPath, TextureType.Other); }