public static NormalMappingNode Create() { var model = new NormalMappingModel(); var vs = new VertexShader(vertexCode); var fs = new FragmentShader(fragmentCode); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); map.Add("inPosition", NormalMappingModel.strPosition); map.Add("inTexCoord", NormalMappingModel.strTexCoord); map.Add("inNormal", NormalMappingModel.strNormal); map.Add("inTangent", NormalMappingModel.strTangent); var builder = new RenderMethodBuilder(array, map); var node = new NormalMappingNode(model, builder); node.ModelSize = new vec3(2, 2, 0.1f); node.Initialize(); return(node); }
public static NormalMappingNode Create(IBufferSource model, vec3 size, string position, string texCoord, string normal, string tangent) { //var model = new NormalMappingModel(); var vs = new VertexShader(vertexCode); var fs = new FragmentShader(fragmentCode); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); //map.Add("inPosition", NormalMappingModel.strPosition); //map.Add("inTexCoord", NormalMappingModel.strTexCoord); //map.Add("inNormal", NormalMappingModel.strNormal); //map.Add("inTangent", NormalMappingModel.strTangent); map.Add("inPosition", position); map.Add("inTexCoord", texCoord); map.Add("inNormal", normal); map.Add("inTangent", tangent); var builder = new RenderMethodBuilder(array, map); var node = new NormalMappingNode(model, builder); node.ModelSize = size; node.Initialize(); return(node); }