/// <summary> /// Constructor for a render context /// </summary> /// <param name="program">The shader program to use</param> /// <param name="modelMatrix">The model matrix</param> /// <param name="worldSpace">Is the model in Camera Space</param> /// <param name="renderType">The Type of the Render Process</param> /// <param name="renderQueue">The render queue that is used</param> protected RenderingComponent(ShaderProgram program, bool worldSpace, Renderer.RenderType renderType, int renderQueue) { Program = program; WorldSpace = worldSpace; RenderType = renderType; RenderQueue = renderQueue; }
/// <summary> /// Constructor for a render context /// </summary> /// <param name="program">The shader program to use</param> /// <param name="modelMatrix">The model matrix</param> /// <param name="worldSpace">Is the model in Camera Space</param> /// <param name="renderType">The Type of the Render Process</param> /// <param name="renderQueue">The render queue that is used</param> protected RenderContext(ShaderProgram program, Matrix4 modelMatrix, bool worldSpace, Renderer.RenderType renderType, int renderQueue) { Program = program; ModelMat = modelMatrix; WorldSpace = worldSpace; RenderType = renderType; RenderQueue = renderQueue; }
/// <summary> /// Public Constructor /// </summary> /// <param name="program">The Shader to be used</param> /// <param name="modelMatrix">The model matrix</param> /// <param name="meshes">The meshes to be drawn</param> /// <param name="textures">Textures to be drawn</param> /// <param name="renderType">The render type of the context</param> /// <param name="offset">the offset of the textures</param> /// <param name="tiling">the tiling of the textures</param> public MeshRenderContext(ShaderProgram program, Matrix4 modelMatrix, Mesh[] meshes, Texture[] textures, Renderer.RenderType renderType, Vector2 offset, Vector2 tiling) : base(program, modelMatrix, true, renderType, 0) { Tiling = tiling; Offset = offset; Textures = textures; Meshes = meshes; }