static RenderWireframeCubeCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); ushort[] index = { 4, 6, 2, 3, PRIM_RESTART, 1, 3, 7, 6, PRIM_RESTART, 7, 5, 1, 0, PRIM_RESTART, 2, 0, 4, 5 }; theIBO.setData(index); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat(theShader, V3T2B4.bindings()); }
static RenderTextureCubeCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); ushort[] index = { 0, 1, 2, 0, 2, 3, //front 4, 5, 6, 4, 6, 7, //left 8, 9, 10, 8, 10, 11, //right 12, 13, 14, 12, 14, 15, // top 16, 17, 18, 16, 18, 19, // bottom 20, 21, 22, 20, 22, 23 // back }; theIBO.setData(index); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat(theShader, V3T2B4.bindings()); }
public void init() { myVbo = new VertexBufferObject(BufferUsageHint.DynamicDraw); myIbo = new IndexBufferObject(BufferUsageHint.DynamicDraw); myVao = new VertexArrayObject(); List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.debug-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.debug-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; myVao.bindVertexFormat(myShader, V3T2B4.bindings()); myTexture = Graphics.Util.getEmbeddedTexture("Graphics.data.debugFont.png"); //myTexture = Util.getEmbeddedTexture("Graphics.data.proggy12.png"); myTexture.setMinMagFilters(TextureMinFilter.NearestMipmapNearest, TextureMagFilter.Nearest); myTexture.setWrapping(TextureWrapMode.ClampToEdge, TextureWrapMode.ClampToEdge); myFont = new TextureFont("Debug", myTexture, 16, 16, 32); }
static RenderSphereCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); createTheSphere(); theIBO.setData(theSphereIndexes); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat(theShader, V3T2B4.bindings()); }
static RenderFrustumCommand() { //setup the shader List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw); theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw); ushort[] index = { 0, 1, 3, 2, PRIM_RESTART, 5, 1, 3, 7, PRIM_RESTART, 4, 5, 7, 6, PRIM_RESTART, 0, 4, 6, 2 }; theVerts[0] = new Vector4(-1, -1, -1, 1); theVerts[1] = new Vector4(1, -1, -1, 1); theVerts[2] = new Vector4(-1, 1, -1, 1); theVerts[3] = new Vector4(1, 1, -1, 1); theVerts[4] = new Vector4(-1, -1, 1, 1); theVerts[5] = new Vector4(1, -1, 1, 1); theVerts[6] = new Vector4(-1, 1, 1, 1); theVerts[7] = new Vector4(1, 1, 1, 1); theIBO.setData(index); //setup the vao theVAO = new VertexArrayObject(); theVAO.bindVertexFormat(theShader, V3T2B4.bindings()); }