private static void RunTickOnce(BatchRenderer2D batchRenderer2D, BatchRenderer3D batchRenderer3D, Drawing drawing) { GlobalTime.Current.Update(); EntitiesRunner.Current.UpdateAndDrawAllEntities(() => { batchRenderer2D.DrawAndResetBatches(); batchRenderer3D.DrawAndResetBatches(); drawing.DrawEverythingInCurrentLayer(); }); }
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); }
public TrackRenderer(BatchRenderer2D renderer) { this.renderer = renderer; }
private void DrawEverythingInCurrentLayer() { BatchRenderer2D.DrawAndResetBatches(); BatchRenderer3D.DrawAndResetBatches(); Drawing.DrawEverythingInCurrentLayer(); }
public SpineRenderer(BatchRenderer2D renderer) { this.renderer = renderer; Bone.yDown = true; }
public FontRenderer(BatchRenderer2D renderer) { this.renderer = renderer; }
public Particle2DRenderer(BatchRenderer2D renderer) { this.renderer = renderer; }