Beispiel #1
0
        /// <summary>
        /// Draw geometry by indexing into the vertex buffer.
        /// </summary>
        /// <param name="primitiveType">The type of primitives in the index buffer.</param>
        /// <param name="baseVertex">
        /// Used to offset the vertex range indexed from the vertex buffer.
        /// </param>
        /// <param name="minVertexIndex">
        /// A hint of the lowest vertex indexed relative to baseVertex.
        /// </param>
        /// <param name="numVertices">An hint of the maximum vertex indexed.</param>
        /// <param name="startIndex">
        /// The index within the index buffer to start drawing from.
        /// </param>
        /// <param name="primitiveCount">
        /// The number of primitives to render from the index buffer.
        /// </param>
        /// <remarks>
        /// Note that minVertexIndex and numVertices are unused in MonoGame and will be ignored.
        /// </remarks>
        public void DrawIndexedPrimitives(
            PrimitiveType primitiveType,
            int baseVertex,
            int minVertexIndex,
            int numVertices,
            int startIndex,
            int primitiveCount
            )
        {
            // Flush the GL state before moving on!
            ApplyState();

            // Unsigned short or unsigned int?
            bool shortIndices = Indices.IndexElementSize == IndexElementSize.SixteenBits;

            // Set up the vertex buffers.
            for (int i = 0; i < vertexBufferCount; i += 1)
            {
                GLDevice.BindVertexBuffer(
                    vertexBufferBindings[i].VertexBuffer.Handle
                    );
                vertexBufferBindings[i].VertexBuffer.VertexDeclaration.Apply(
                    VertexShader,
                    (IntPtr)(
                        vertexBufferBindings[i].VertexBuffer.VertexDeclaration.VertexStride *
                        (vertexBufferBindings[i].VertexOffset + baseVertex)
                        )
                    );
            }

            // Enable the appropriate vertex attributes.
            GLDevice.FlushGLVertexAttributes();

            // Bind the index buffer
            GLDevice.BindIndexBuffer(Indices.Handle);

            // Draw!
            GLDevice.glDrawElements(
                PrimitiveTypeGL(primitiveType),
                //minVertexIndex,
                //minVertexIndex + numVertices - 1,
                GetElementCountArray(primitiveType, primitiveCount),
                shortIndices ?
                OpenGLDevice.GLenum.GL_UNSIGNED_SHORT :
                OpenGLDevice.GLenum.GL_UNSIGNED_INT,
                (startIndex * (shortIndices ? 2 : 4))
                );
        }