public override void Render(BlazorRenderer renderer) { renderer.CreateTexture(TextureWidth, TextureHeight, TextureData); renderer.SetPrimitiveTopology(PrimitiveTopology.Triangles); renderer.SetShader(ShaderType.SurfaceShader); renderer.SetShaderUniform("u_MinValue", new float[1] { MinValue }); renderer.SetShaderUniform("u_MaxValue", new float[1] { MaxValue }); renderer.SetShaderUniform("u_MinColor", new float[4] { MinColor.R / 255.0f, MinColor.G / 255.0f, MinColor.B / 255.0f, MinColor.A / 255.0f }); renderer.SetShaderUniform("u_MinColor", new float[4] { MaxColor.R / 255.0f, MaxColor.G / 255.0f, MaxColor.B / 255.0f, MaxColor.A / 255.0f }); renderer.SetVertexBuffer(Buffer); renderer.BufferLayoutBuilder.Create(); renderer.BufferLayoutBuilder.AddFloat3(); renderer.BufferLayoutBuilder.AddFloat3(); renderer.BufferLayoutBuilder.AddFloat(); renderer.BufferLayoutBuilder.Use(); renderer.SetIndexBuffer(Indices); renderer.DrawIndexed(Indices.Length); }
public override void Render(BlazorRenderer renderer) { renderer.SetPrimitiveTopology(PrimitiveTopology.Lines); renderer.SetShader(ShaderType.LineShader); renderer.SetVertexBuffer(Buffer); renderer.BufferLayoutBuilder.Create(); renderer.BufferLayoutBuilder.AddFloat3(); renderer.BufferLayoutBuilder.AddFloat4(); renderer.BufferLayoutBuilder.Use(); renderer.SetIndexBuffer(Indices); renderer.DrawIndexed(Indices.Length); }