private static void RunTickOnce(BatchRenderer2D batchRenderer2D, BatchRenderer3D batchRenderer3D,
                                 Drawing drawing)
 {
     GlobalTime.Current.Update();
     EntitiesRunner.Current.UpdateAndDrawAllEntities(() =>
     {
         batchRenderer2D.DrawAndResetBatches();
         batchRenderer3D.DrawAndResetBatches();
         drawing.DrawEverythingInCurrentLayer();
     });
 }
示例#2
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        public Program() : base(1280, 720, "OpenGL Framework test")
        {
            VSync = VSyncMode.Off;

            Console.Title = $"{GL.GetString(StringName.Vendor)} OpenGL {GL.GetString(StringName.Version)} GLSL {GL.GetString(StringName.ShadingLanguageVersion)}";

            vb = new GLBuffer <Vertex>();
            vb.SetData(VertexFactory.GetQuad());

            batch = new BatchRenderer2D();

            tex = new Texture2D("./lmao.png");

            shader = new Shader("./vert.glsl", "./frag.glsl");
            shader.AddUniform("projectionMatrix");
            shader.AddUniform("inputColor");
            shader.AddUniform("tex");

            GL.ActiveTexture(TextureUnit.Texture0);
        }
示例#3
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 public TrackRenderer(BatchRenderer2D renderer)
 {
     this.renderer = renderer;
 }
示例#4
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 private void DrawEverythingInCurrentLayer()
 {
     BatchRenderer2D.DrawAndResetBatches();
     BatchRenderer3D.DrawAndResetBatches();
     Drawing.DrawEverythingInCurrentLayer();
 }
示例#5
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 public SpineRenderer(BatchRenderer2D renderer)
 {
     this.renderer = renderer;
     Bone.yDown    = true;
 }
示例#6
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		public FontRenderer(BatchRenderer2D renderer)
		{
			this.renderer = renderer;
		}
示例#7
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		public SpineRenderer(BatchRenderer2D renderer)
		{
			this.renderer = renderer;
			Bone.yDown = true;
		}
示例#8
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 public Particle2DRenderer(BatchRenderer2D renderer)
 {
     this.renderer = renderer;
 }
示例#9
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 public FontRenderer(BatchRenderer2D renderer)
 {
     this.renderer = renderer;
 }