public Terrain(float gridX, float gridZ, Loader loader, TerrainTexturePack texturePack, TerrainTexture blendMap, Bitmap hegihtMap) { this.texturePack = texturePack; this.blendMap = blendMap; this.x = gridX * SIZE; this.z = gridZ * SIZE; this.model = GenerateTerrain(loader, hegihtMap); }
public SkyboxRenderer(Loader loader, Matrix4x4f projectionMatrix) { this.cube = loader.LoadVAO(VERTICES, 3); this.textureID_day = loader.LoadCubeMap(DAY_TEXTURE_FILES); this.textureID_night = loader.LoadCubeMap(NIGHT_TEXTURE_FILES); this.shader = new SkyboxShader(); this.shader.Start(); this.shader.ConnectTextureUnits(); this.shader.LoadProjectionMatrix(projectionMatrix); this.shader.Stop(); }
private void PrepareTerrain(Terrain terrain) { RawModel rawModel = terrain.Model; Gl.BindVertexArray(rawModel.VaoID); Gl.EnableVertexAttribArray(0); // Position Gl.EnableVertexAttribArray(1); // UV 매핑 데이터 Slot 활성 Gl.EnableVertexAttribArray(2); // Normal BindTextures(terrain); this.shader.LoadShineVariables(SHINE_DAMPER, REFLECTIVITY); }
public GUIRenderer(Loader loader) { float[] positions = { -1, 1, //V1 -1, -1, //V2 1, 1, //V3 1, -1 //V4 }; this.quadModel = loader.LoadVAO(positions, 2); this.shader = new GUIShader(); }
private void PrepareTextureModel(TextureModel model) { RawModel rawModel = model.RawModel; Gl.BindVertexArray(rawModel.VaoID); Gl.EnableVertexAttribArray(0); // Position Gl.EnableVertexAttribArray(1); // UV 매핑 데이터 Slot 활성 Gl.EnableVertexAttribArray(2); // Normal ModelTexture texture = model.Texture; if (texture.HasTransparency) { MasterRenderer.DisableCulling(); } this.shader.LoadFakeLighting(texture.UseFakeLigihting); this.shader.LoadShineVariables(texture.ShineDamper, texture.Reflectivity); Gl.ActiveTexture(TextureUnit.Texture0); Gl.BindTexture(TextureTarget.Texture2d, texture.TextureID); }
private void SetUpVAO(Loader loader) { // Just x and z vectex positions here, y is set to 0 in v.shader float[] vertices = { -1, -1, -1, 1, 1, -1, 1, -1, -1, 1, 1, 1 }; quad = loader.LoadVAO(vertices, 2); }
private void PrepareTextureModel(RawModel model) { Gl.BindVertexArray(model.VaoID); Gl.EnableVertexAttribArray(0);// Position }