public UITexture(Texture texture) { Mesh = new Mesh( vertices: new Vec3[] { new Vec3(-1f, 1f, 0.5f), new Vec3(-1f, -1f, 0.5f), new Vec3(1f, -1f, 0.5f), new Vec3(1f, 1f, 0.5f) }, uvw: new Vec3[] { new Vec3(0, -1, 1), new Vec3(0, 0, 1), new Vec3(1, 0, 1), new Vec3(1, -1, 1) }, normals: new Vec3[] { new Vec3(0, 1, 1), new Vec3(0, 0, 1), new Vec3(1, 0, 1), new Vec3(1, 1, 1) }, vertIndices: new uint[] { 0, 1, 2, 2, 3, 0 }, uvwIndices: new uint[] { 0, 1, 2, 2, 3, 0 }, normIndices: new uint[] { 0, 1, 2, 2, 3, 0 } ); Texture = texture; Shader = new ShaderAlias("basicUITexture", "basicUITexture", new Dictionary <string, string>()); }
public Material(Vec3 color, string shaderPath, string diffusePath, string normalPath) { Color = color; Diffuse = diffusePath != null ? CoreAPI.I.Core.RM.Get <Texture>($"Textures/{diffusePath}", Resource.ResourceTarget.LoadedLevel) : null; Normal = normalPath != null ? CoreAPI.I.Core.RM.Get <Texture>($"Textures/{normalPath}", Resource.ResourceTarget.LoadedLevel) : null; var shaderInfo = (shaderPath != null) ? CoreAPI.I.Core.RM.Get <ConfigTable>($"Config/Shaders/{shaderPath}", Resource.ResourceTarget.LoadedLevel) : null; Shader = shaderInfo == null ? null : new ShaderAlias( shaderInfo["Shader", "VertexShader"], shaderInfo["Shader", "FragmentShader"], shaderInfo["Uniform"]); }