public Terreno() { cantidadDeVertices = GetVertices().Length / 5; cantidadDeIndices = GetIndices().Length; bufferDeVertices = new VerticesBuffer(GetVertices(), GetVertices().Length *sizeof(float)); bufferDeIndices = new IndicesBuffer(GetIndices(), GetIndices().Length); shader = new Shader("d:/ginno/documents/visual studio 2017/Projects/Tarea1Grafica/Tarea1Grafica/shader/shader.vert", "d:/ginno/documents/visual studio 2017/Projects/Tarea1Grafica/Tarea1Grafica/shader/shader.frag"); shader.use(); textura = new Textura("d:/ginno/Documents/Visual Studio 2017/Projects/Tarea1Grafica/Tarea1Grafica/Recursos/cesped.jpg"); textura.Use(); //Creamos el VertexArrayObject (VAO) arregloDeVertices = new VerticesArreglo(); //GL.BindVertexArray(arregloDeVertices); arregloDeVertices.enlazar(); //Enlazamos de nuevo los buffers //GL.BindBuffer(BufferTarget.ArrayBuffer, bufferDeVertices.); bufferDeVertices.enlazar(); // //GL.BindBuffer(BufferTarget.ElementArrayBuffer, bufferDeElementosIndices); bufferDeIndices.enlazar(); arregloDeVertices.añadirBuffer(bufferDeVertices, shader); //Al inicializarse, se calcula aqui la matriz modelo CalcularMatrizModelo(); }
public void draw(VerticesArreglo verticesArreglo, IndicesBuffer indicesBuffer, Shader shader) { shader.use(); verticesArreglo.enlazar(); indicesBuffer.enlazar(); GL.DrawElements(PrimitiveType.Triangles, indicesBuffer.getCantidad(), DrawElementsType.UnsignedInt, 0); }
public Piramide() { cantidadDeVertices = 5; cantidadDeIndices = 18; bufferDeVertices = new VerticesBuffer(GetVertices(), GetVertices().Length *sizeof(float)); bufferDeIndices = new IndicesBuffer(GetIndices(), GetIndices().Length); shader = new Shader("d:/ginno/documents/visual studio 2017/Projects/Tarea1Grafica/Tarea1Grafica/shader/shader.vert", "d:/ginno/documents/visual studio 2017/Projects/Tarea1Grafica/Tarea1Grafica/shader/shader.frag"); shader.use(); textura = new Textura("d:/ginno/Documents/Visual Studio 2017/Projects/Tarea1Grafica/Tarea1Grafica/Recursos/cesped.jpg"); textura.Use(); arregloDeVertices = new VerticesArreglo(); arregloDeVertices.enlazar(); bufferDeVertices.enlazar(); bufferDeIndices.enlazar(); arregloDeVertices.añadirBuffer(bufferDeVertices, shader); CalcularMatrizModelo(); }