예제 #1
0
 public EntityProxWall(GL gl, string modelPath, IEnumerable <Entity> entities) : base(modelPath)
 {
     DrawInstanced = false;
     _gl           = gl;
     _entities     = entities;
     _shader       = ShaderRepository.GetShader("Default/default", "Other/prox");
 }
예제 #2
0
        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);
            }
        }
예제 #3
0
        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"));
        }
예제 #4
0
        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();
        }
예제 #5
0
 public BasicRenderComponent()
 {
     _shader = ShaderRepository.GetShader("UI/UI", "UI/UIDefault");
 }
예제 #6
0
        public ImageBlurRenderComponent(GL Gl, string imgPath)
        {
            _shader = ShaderRepository.GetShader("UI/UI", "UI/UIBlurImage");

            Image = new ImageTexture(Gl, imgPath, TextureType.Other);
        }