public SimpleVertexDrawer() { _shader = new ShaderHandler("Shaders/simpleVtx.vert", "Shaders/coloredVtx.frag"); _attrs = new VertexAttribs(); _attrs.LayoutAddFloat(3, VertexAttribPointerType.Float, false); }
public TexturedVertexDrawer() { _shader = new ShaderHandler("Shaders/texturedVtx.vert", "Shaders/texturedVtx.frag"); _attrs = new VertexAttribs(); // pos _attrs.LayoutAddFloat(3, VertexAttribPointerType.Float, false); // texture coordinates _attrs.LayoutAddFloat(2, VertexAttribPointerType.Float, false); }
public RdpVertexDrawer() { _shader = new ShaderHandler("Shaders/rdpVtx.vert", "Shaders/rdpVtx.frag"); _wireframeShader = new ShaderHandler("Shaders/rdpVtx.vert", "Shaders/wireframe.frag", "Shaders/wireframe.geom"); _nrmShader = new ShaderHandler("Shaders/rdpvtx.vert", "Shaders/coloredVtx.frag", "Shaders/rdpVtxNrm.geom"); _attrs = new VertexAttribs(); // position //_attrs.LayoutAddFloat(3, VertexAttribPointerType.Short, false); _attrs.LayoutAddInt(3, VertexAttribIntegerType.UnsignedShort); //flag _attrs.LayoutAddInt(1, VertexAttribIntegerType.UnsignedShort); // tex coords _attrs.LayoutAddInt(2, VertexAttribIntegerType.Short); // color/normal _attrs.LayoutAddFloat(4, VertexAttribPointerType.Byte, true); // matrix _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false); _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false); _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false); _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false); }