static VisualComponent() { //create Quad mesh Vertex3D[] verts = new Vertex3D[] { new Vertex3D(new Vector2(0, 1), new Vector2(0, 0)), new Vertex3D(new Vector2(0, 0), new Vector2(0, 1)), new Vertex3D(new Vector2(1, 0), new Vector2(1, 1)), new Vertex3D(new Vector2(0, 1), new Vector2(0, 0)), new Vertex3D(new Vector2(1, 0), new Vector2(1, 1)), new Vertex3D(new Vector2(1, 1), new Vector2(1, 0)), }; defaultMesh = new Mesh(verts, new int[] { 0, 1, 2, 3, 4, 5 }); //load default material ShaderSettings ss = new ShaderSettings(); RenderDirectives rd = new RenderDirectives(); string path = "Toys.Resourses.shaders."; string vs = ShaderManager.ReadFromAssetStream(path + "UIElement.vsh"); string fs = ShaderManager.ReadFromAssetStream(path + "UIElement.fsh"); ss.TextureDiffuse = true; defaultMaterial = new MaterialCustom(ss, rd, vs, fs); defaultMaterial.Name = "Texture"; defaultTexture = Texture2D.LoadEmpty(); }
private void CreateShader() { string path = "Toys.Resourses.shaders."; string vs = ShaderManager.ReadFromAssetStream(path + "PM.vsh"); string fs = ShaderManager.ReadFromAssetStream(path + "PM.fsh"); shaderProgram = ShaderConstructor.CreateShader(vs, fs); CreateShader(shaderProgram); }