Beispiel #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="bufferName"></param>
        /// <param name="varNameInShader"></param>
        /// <returns></returns>
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <GlyphPosition>(varNameInShader, 2, OpenGL.GL_FLOAT, BufferUsage.DynamicDraw))
                    {
                        buffer.Create(maxCharCount);

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }

                return(positionBufferPtr);
            }
            else if (bufferName == strUV)
            {
                if (uvBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <GlyphTexCoord>(varNameInShader, 2, OpenGL.GL_FLOAT, BufferUsage.DynamicDraw))
                    {
                        buffer.Create(maxCharCount);

                        uvBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }

                return(uvBufferPtr);
            }
            else
            {
                throw new ArgumentException();
            }
        }
Beispiel #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="bufferName"></param>
        /// <param name="varNameInShader"></param>
        /// <returns></returns>
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(positions.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < positions.Length; i++)
                            {
                                array[i] = positions[i] / 2 * this.lengths;
                            }
                        }

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(positionBufferPtr);
            }
            else
            {
                throw new ArgumentException();
            }
        }
Beispiel #3
0
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == position)
            {
                if (!propertyBufferPtrDict.ContainsKey(bufferName))
                {
                    using (var buffer = new PropertyBuffer <vec3>(
                               varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Alloc(this.model.positions.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < this.model.positions.Length; i++)
                            {
                                array[i] = this.model.positions[i];
                            }
                        }

                        propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
                    }
                }
                return(propertyBufferPtrDict[bufferName]);
            }
            else if (bufferName == color)
            {
                if (!propertyBufferPtrDict.ContainsKey(bufferName))
                {
                    using (var buffer = new PropertyBuffer <vec3>(
                               varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Alloc(this.model.colors.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < this.model.colors.Length; i++)
                            {
                                array[i] = this.model.colors[i];
                            }
                        }

                        propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
                    }
                }
                return(propertyBufferPtrDict[bufferName]);
            }
            else
            {
                throw new NotImplementedException();
            }
        }
Beispiel #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="bufferName"></param>
        /// <param name="varNameInShader"></param>
        /// <returns></returns>
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(
                               varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(this.model.positions.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < this.model.positions.Length; i++)
                            {
                                array[i] = this.model.positions[i];
                            }
                        }

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(positionBufferPtr);
            }
            else if (bufferName == strColor)
            {
                if (colorBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(
                               varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(this.model.colors.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < this.model.colors.Length; i++)
                            {
                                array[i] = this.model.colors[i];
                            }
                        }

                        colorBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(colorBufferPtr);
            }
            else
            {
                throw new NotImplementedException();
            }
        }
Beispiel #5
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="bufferName"></param>
 /// <param name="varNameInShader"></param>
 /// <returns></returns>
 public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
 {
     if (bufferName == strPosition)
     {
         if (positionBufferPtr == null)
         {
             using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 buffer.Create(model.positions.Length);
                 unsafe
                 {
                     var array = (vec3 *)buffer.Header.ToPointer();
                     for (int i = 0; i < model.positions.Length; i++)
                     {
                         array[i] = model.positions[i];
                     }
                 }
                 positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(positionBufferPtr);
     }
     else if (bufferName == strTexCoord)
     {
         if (uvBufferPtr == null)
         {
             using (var buffer = new PropertyBuffer <vec2>(varNameInShader, 2, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 buffer.Create(model.texCoords.Length);
                 unsafe
                 {
                     var array = (vec2 *)buffer.Header.ToPointer();
                     for (int i = 0; i < model.texCoords.Length; i++)
                     {
                         array[i] = model.texCoords[i];
                     }
                 }
                 uvBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(uvBufferPtr);
     }
     else
     {
         return(null);
     }
 }
Beispiel #6
0
 public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
 {
     if (bufferName == strPosition)
     {
         if (!propertyBufferPtrDict.ContainsKey(bufferName))
         {
             using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 buffer.Alloc(model.positions.Count);
                 unsafe
                 {
                     var array = (vec3 *)buffer.Header.ToPointer();
                     for (int i = 0; i < model.positions.Count; i++)
                     {
                         array[i] = model.positions[i];
                     }
                 }
                 propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
             }
         }
         return(propertyBufferPtrDict[bufferName]);
     }
     else if (bufferName == strColor)
     {
         if (!propertyBufferPtrDict.ContainsKey(bufferName))
         {
             using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 buffer.Alloc(model.normals.Count);
                 unsafe
                 {
                     var array = (vec3 *)buffer.Header.ToPointer();
                     for (int i = 0; i < model.normals.Count; i++)
                     {
                         array[i] = model.normals[i];
                     }
                 }
                 propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
             }
         }
         return(propertyBufferPtrDict[bufferName]);
     }
     else if (bufferName == strNormal)
     {
         if (!propertyBufferPtrDict.ContainsKey(bufferName))
         {
             using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 buffer.Alloc(model.normals.Count);
                 unsafe
                 {
                     var array = (vec3 *)buffer.Header.ToPointer();
                     for (int i = 0; i < model.normals.Count; i++)
                     {
                         array[i] = model.normals[i];
                     }
                 }
                 propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
             }
         }
         return(propertyBufferPtrDict[bufferName]);
     }
     else
     {
         return(null);
     }
 }
Beispiel #7
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="bufferName"></param>
        /// <param name="varNameInShader"></param>
        /// <returns></returns>
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(TetrahedronModel.position.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < TetrahedronModel.position.Length; i++)
                            {
                                array[i] = TetrahedronModel.position[i];
                            }
                        }

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(positionBufferPtr);
            }
            else if (bufferName == strColor)
            {
                if (colorBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(TetrahedronModel.color.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < TetrahedronModel.color.Length; i++)
                            {
                                array[i] = TetrahedronModel.color[i];
                            }
                        }

                        colorBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(colorBufferPtr);
            }
            else if (bufferName == strNormal)
            {
                if (normalBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(TetrahedronModel.normal.Length);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < TetrahedronModel.normal.Length; i++)
                            {
                                array[i] = TetrahedronModel.normal[i];
                            }
                        }

                        normalBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(normalBufferPtr);
            }
            else
            {
                return(null);
            }
        }
Beispiel #8
0
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (!propertyBufferPtrDict.ContainsKey(bufferName))
                {
                    using (var buffer = new PropertyBuffer <CubeModel.CubePosition>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Alloc(1);
                        unsafe
                        {
                            var positionArray = (CubeModel.CubePosition *)buffer.Header.ToPointer();
                            positionArray[0] = CubeModel.position;
                        }

                        propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
                    }
                }
                return(propertyBufferPtrDict[bufferName]);
            }
            else if (bufferName == strColor)
            {
                if (!propertyBufferPtrDict.ContainsKey(bufferName))
                {
                    using (var buffer = new PropertyBuffer <CubeModel.CubeColor>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Alloc(1);
                        unsafe
                        {
                            var colorArray = (CubeModel.CubeColor *)buffer.Header.ToPointer();
                            colorArray[0] = CubeModel.color;
                        }

                        propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
                    }
                }
                return(propertyBufferPtrDict[bufferName]);
            }
            else if (bufferName == strNormal)
            {
                if (!propertyBufferPtrDict.ContainsKey(bufferName))
                {
                    using (var buffer = new PropertyBuffer <CubeModel.CubeNormal>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Alloc(1);
                        unsafe
                        {
                            var normalArray = (CubeModel.CubeNormal *)buffer.Header.ToPointer();
                            normalArray[0] = CubeModel.normal;
                        }

                        propertyBufferPtrDict.Add(bufferName, buffer.GetBufferPtr() as PropertyBufferPtr);
                    }
                }
                return(propertyBufferPtrDict[bufferName]);
            }
            else
            {
                return(null);
            }
        }
Beispiel #9
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="bufferName"></param>
 /// <param name="varNameInShader"></param>
 /// <returns></returns>
 public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
 {
     if (bufferName == strPosition)
     {
         if (positionBufferPtr == null)
         {
             using (var buffer = new PropertyBuffer <float>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 float[] positions = model.GetPositions();
                 buffer.Create(positions.Length);
                 unsafe
                 {
                     var array = (float *)buffer.Header.ToPointer();
                     for (int i = 0; i < positions.Length; i++)
                     {
                         array[i] = positions[i];
                     }
                 }
                 positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(positionBufferPtr);
     }
     else if (bufferName == strColor)
     {
         if (colorBufferPtr == null)
         {
             using (var buffer = new PropertyBuffer <float>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 float[] normals = model.GetNormals();
                 buffer.Create(normals.Length);
                 unsafe
                 {
                     var array = (float *)buffer.Header.ToPointer();
                     for (int i = 0; i < normals.Length; i++)
                     {
                         array[i] = normals[i];
                     }
                 }
                 colorBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(colorBufferPtr);
     }
     else if (bufferName == strNormal)
     {
         if (normalBufferPtr == null)
         {
             using (var buffer = new PropertyBuffer <float>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 float[] normals = model.GetNormals();
                 buffer.Create(normals.Length);
                 unsafe
                 {
                     var array = (float *)buffer.Header.ToPointer();
                     for (int i = 0; i < normals.Length; i++)
                     {
                         array[i] = normals[i];
                     }
                 }
                 normalBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(normalBufferPtr);
     }
     else
     {
         return(null);
     }
 }
Beispiel #10
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="bufferName"></param>
        /// <param name="varNameInShader"></param>
        /// <returns></returns>
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <CubeModel.CubePosition>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(1);
                        unsafe
                        {
                            var positionArray = (CubeModel.CubePosition *)buffer.Header.ToPointer();
                            positionArray[0] = CubeModel.position;
                        }

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(positionBufferPtr);
            }
            else if (bufferName == strColor)
            {
                if (colorBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <CubeModel.CubeColor>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(1);
                        unsafe
                        {
                            var colorArray = (CubeModel.CubeColor *)buffer.Header.ToPointer();
                            colorArray[0] = CubeModel.color;
                        }

                        colorBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(colorBufferPtr);
            }
            else if (bufferName == strNormal)
            {
                if (normalBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <CubeModel.CubeNormal>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(1);
                        unsafe
                        {
                            var normalArray = (CubeModel.CubeNormal *)buffer.Header.ToPointer();
                            normalArray[0] = CubeModel.normal;
                        }

                        normalBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(normalBufferPtr);
            }
            else
            {
                return(null);
            }
        }