feat: add LoadingScreen with full-screen triangle shader

This commit is contained in:
2026-06-01 12:08:41 +02:00
parent 85a345d6e7
commit 4467a7bd10
3 changed files with 58 additions and 0 deletions

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#version 330 core
out vec4 FragColor;
void main() { FragColor = vec4(0.10, 0.12, 0.16, 1.0); }

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#version 330 core
layout(location = 0) in vec2 aPos;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }

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using OpenTK.Graphics.OpenGL4;
namespace VoxelEngine.Rendering;
public sealed class LoadingScreen : IDisposable
{
private readonly int _vao;
private readonly int _vbo;
private readonly Shader _shader;
public LoadingScreen()
{
this._shader = new Shader("Assets/shaders/loading.vert", "Assets/shaders/loading.frag");
// Single triangle covering the entire NDC quad.
float[] vertices =
{
-1f, -1f,
3f, -1f,
-1f, 3f,
};
this._vao = GL.GenVertexArray();
GL.BindVertexArray(this._vao);
this._vbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, this._vbo);
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), 0);
GL.EnableVertexAttribArray(0);
GL.BindVertexArray(0);
}
public void Draw()
{
GL.Disable(EnableCap.DepthTest);
this._shader.Use();
GL.BindVertexArray(this._vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
GL.BindVertexArray(0);
GL.Enable(EnableCap.DepthTest);
}
public void Dispose()
{
GL.DeleteBuffer(this._vbo);
GL.DeleteVertexArray(this._vao);
this._shader.Dispose();
}
}