protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.Enable(EnableCap.DebugOutput); GL.Enable(EnableCap.DebugOutputSynchronous); int[] arr = { }; GL.DebugMessageControl(DebugSourceControl.DontCare, DebugTypeControl.DontCare, DebugSeverityControl.DontCare, 0, arr, true); GL.DebugMessageCallback(MessageHandler, IntPtr.Zero); GL.ClearColor(Color4.Black); GameState.Initialize(); _program = new ShaderProgram(); _program.AddShader(ShaderType.VertexShader, ReadShader("vertex.s")); _program.AddShader(ShaderType.FragmentShader, ReadShader("fragment.s")); _program.LinkProgram(); _skyboxProgram = new ShaderProgram(); _skyboxProgram.AddShader(ShaderType.VertexShader, ReadShader("skybox_vertex.s")); _skyboxProgram.AddShader(ShaderType.FragmentShader, ReadShader("skybox_fragment.s")); _skyboxProgram.LinkProgram(); _debugProgram = new ShaderProgram(); _debugProgram.AddShader(ShaderType.VertexShader, ReadShader("debug_vertex.s")); _debugProgram.AddShader(ShaderType.FragmentShader, ReadShader("debug_fragment.s")); _debugProgram.LinkProgram(); _world = new World(); _collisionController = new CollisionController(_world); _blockController = new BlockController(_world); var playerCamera = new Camera(_width, _height); _player = new Player(playerCamera, _collisionController, _blockController); _skybox = new Skybox(); GL.PatchParameter(PatchParameterInt.PatchVertices, 3); }
public LightController(CollisionController collisionController) { _collisionController = collisionController; }
public Player(Camera camera, CollisionController collisionController, BlockController blockController) { _collisionController = collisionController; _blockController = blockController; Camera = camera; }