made some adaptations and fixed some bugs
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@@ -67,7 +67,7 @@ public class Entity
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internal void RenderComponents(GL gl, Matrix4X4<float> projectionMatrix, Matrix4X4<float> viewMatrix)
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{
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// TODO: retrieve the data component "Transform" which every Entity must have (although currently there is no transform component)
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var modelMatrix = Matrix4X4.CreateTranslation(0, 0, -10f);
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var modelMatrix = Matrix4X4<float>.Identity * Matrix4X4.CreateFromQuaternion(Quaternion<float>.Identity) * Matrix4X4.CreateScale(2.0f) * Matrix4X4.CreateTranslation(0, 0, 0f);
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foreach (var components in _renderComponents)
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{
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@@ -96,7 +96,7 @@ internal class OpenGLEngine : Engine
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_gl.ClearColor(Color.Black);
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_gl.Enable(EnableCap.DepthTest);
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_camera = new PerspectiveCamera(Vector3D<float>.Zero, _window.FramebufferSize);
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_camera = new PerspectiveCamera(new Vector3D<float>(0.0f, 0.0f, 3.0f), _window.FramebufferSize);
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InitialiseShaders(Directory.GetFiles("./assets/shaders", "*.vert"));
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SetCurrentScene(_defaultSceneName);
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@@ -14,6 +14,7 @@ public class MeshRenderer : RenderComponent
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internal override void Render(GL gl, Matrix4X4<float> projectionMatrix, Matrix4X4<float> viewMatrix, Matrix4X4<float> modelMatrix)
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{
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GenerateRenderableMesh(gl, projectionMatrix, viewMatrix, modelMatrix);
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Mesh.PrepareForRendering(projectionMatrix, viewMatrix, modelMatrix);
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gl.DrawElements(PrimitiveType.Triangles, (uint)Mesh.Indices.Length, DrawElementsType.UnsignedInt, 0);
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}
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@@ -25,8 +26,7 @@ public class MeshRenderer : RenderComponent
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if(vbo == 0) { vbo = gl.GenBuffer(); }
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if(ebo == 0) { ebo = gl.GenBuffer(); }
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Mesh.PrepareForRendering(projectionMatrix, viewMatrix, modelMatrix);
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var meshData = new float[Mesh.Vertices.Length * 3 + Mesh.Indices.Length * 3];
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var meshData = new float[Mesh.Vertices.Length * 3 + Mesh.Normals.Length * 3];
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for (int i = 0, insert = 0; i < Mesh.Vertices.Length; i++, insert += 6)
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{
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meshData[insert] = Mesh.Vertices[i].X;
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@@ -1,6 +1,6 @@
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#version 330 core
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out vec4 FragColour;
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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@@ -9,5 +9,5 @@ in vec3 Normal;
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void main()
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{
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vec3 col = vec3(1.0, 0.5, 0.2) * FragPos;
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FragColour = vec4(col, 1);
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FragColor = vec4(1);
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}
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