Beispiel #1
0
        /// <summary>
        /// 在使用<see cref="VertexArrayObject"/>后,此方法只会执行一次。
        /// This method will only be invoked once when using <see cref="VertexArrayObject"/>.
        /// </summary>
        /// <param name="shaderProgram"></param>
        /// <param name="varNameInVertexShader"></param>
        public void Standby(ShaderProgram shaderProgram, string varNameInVertexShader)
        {
            int location = shaderProgram.GetAttributeLocation(varNameInVertexShader);

            if (location < 0)
            {
                throw new ArgumentException();
            }

            uint            loc           = (uint)location;
            VBOConfigDetail detail        = this.Config.Parse();
            int             patchVertexes = this.PatchVertexes;
            uint            divisor       = this.InstancedDivisor;

            // 选中此VBO
            // select this VBO.
            glBindBuffer(OpenGL.GL_ARRAY_BUFFER, this.BufferId);
            for (uint i = 0; i < detail.locationCount; i++)
            {
                // 指定格式
                // set up data format.
                switch (detail.pointerType)
                {
                case VertexAttribPointerType.Default:
                    glVertexAttribPointer(loc + i, detail.dataSize, detail.dataType, false, detail.stride, new IntPtr(i * detail.startOffsetUnit));
                    break;

                case VertexAttribPointerType.Integer:
                    glVertexAttribIPointer(loc + i, detail.dataSize, detail.dataType, detail.stride, new IntPtr(i * detail.startOffsetUnit));
                    break;

                case VertexAttribPointerType.Long:
                    glVertexAttribLPointer(loc + i, detail.dataSize, detail.dataType, detail.stride, new IntPtr(i * detail.startOffsetUnit));
                    break;

                default:
                    throw new Exception("Unexpected VertexAttribPointerType type!");
                }

                if (patchVertexes > 0)// tessellation shading.
                {
                    glPatchParameteri(OpenGL.GL_PATCH_VERTICES, patchVertexes);
                }
                // 启用
                // enable this VBO.
                glEnableVertexAttribArray(loc + i);
                if (divisor > 0)// instanced rendering.
                {
                    glVertexAttribDivisor(loc + i, divisor);
                }
            }
            glBindBuffer(OpenGL.GL_ARRAY_BUFFER, 0);
        }
Beispiel #2
0
        /// <summary>
        /// Gets parameter values for glVertexAttribPointer() and glEnable/DisableVertexAttribArray().
        /// </summary>
        /// <param name="config"></param>
        internal static VBOConfigDetail Parse(this VBOConfig config)
        {
            var result = new VBOConfigDetail();

            switch (config)
            {
            case VBOConfig.Byte:
                result.dataSize    = 1;
                result.dataType    = GL.GL_BYTE;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.BVec2:
                result.dataSize    = 2;
                result.dataType    = GL.GL_BYTE;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.BVec3:
                result.dataSize    = 3;
                result.dataType    = GL.GL_BYTE;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.BVec4:
                result.dataSize    = 4;
                result.dataType    = GL.GL_BYTE;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.Int:
                result.dataSize    = 1;
                result.dataType    = GL.GL_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.IVec2:
                result.dataSize    = 2;
                result.dataType    = GL.GL_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.IVec3:
                result.dataSize    = 3;
                result.dataType    = GL.GL_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.IVec4:
                result.dataSize    = 4;
                result.dataType    = GL.GL_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.UInt:
                result.dataSize    = 1;
                result.dataType    = GL.GL_UNSIGNED_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.UVec2:
                result.dataSize    = 2;
                result.dataType    = GL.GL_UNSIGNED_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.UVec3:
                result.dataSize    = 3;
                result.dataType    = GL.GL_UNSIGNED_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.UVec4:
                result.dataSize    = 4;
                result.dataType    = GL.GL_UNSIGNED_INT;
                result.pointerType = VertexAttribPointerType.Integer;
                break;

            case VBOConfig.Float:
                result.dataSize    = 1;
                result.dataType    = GL.GL_FLOAT;
                result.pointerType = VertexAttribPointerType.Default;
                break;

            case VBOConfig.Vec2:
                result.dataSize    = 2;
                result.dataType    = GL.GL_FLOAT;
                result.pointerType = VertexAttribPointerType.Default;
                break;

            case VBOConfig.Vec3:
                result.dataSize    = 3;
                result.dataType    = GL.GL_FLOAT;
                result.pointerType = VertexAttribPointerType.Default;
                break;

            case VBOConfig.Vec4:
                result.dataSize    = 4;
                result.dataType    = GL.GL_FLOAT;
                result.pointerType = VertexAttribPointerType.Default;
                break;

            case VBOConfig.Double:
                result.dataSize    = 1;
                result.dataType    = GL.GL_DOUBLE;
                result.pointerType = VertexAttribPointerType.Long;
                break;

            case VBOConfig.DVec2:
                result.dataSize    = 2;
                result.dataType    = GL.GL_DOUBLE;
                result.pointerType = VertexAttribPointerType.Long;
                break;

            case VBOConfig.DVec3:
                result.dataSize    = 3;
                result.dataType    = GL.GL_DOUBLE;
                result.pointerType = VertexAttribPointerType.Long;
                break;

            case VBOConfig.DVec4:
                result.dataSize    = 4;
                result.dataType    = GL.GL_DOUBLE;
                result.pointerType = VertexAttribPointerType.Long;
                break;

            case VBOConfig.Mat2:
                result.locationCount   = 2;
                result.dataSize        = 2;
                result.dataType        = GL.GL_FLOAT;
                result.stride          = Marshal.SizeOf(typeof(mat2));
                result.startOffsetUnit = Marshal.SizeOf(typeof(vec2));
                result.pointerType     = VertexAttribPointerType.Default;
                break;

            case VBOConfig.Mat3:
                result.locationCount   = 3;
                result.dataSize        = 3;
                result.dataType        = GL.GL_FLOAT;
                result.stride          = Marshal.SizeOf(typeof(mat3));
                result.startOffsetUnit = Marshal.SizeOf(typeof(vec3));
                result.pointerType     = VertexAttribPointerType.Default;
                break;

            case VBOConfig.Mat4:
                result.locationCount   = 4;
                result.dataSize        = 4;
                result.dataType        = GL.GL_FLOAT;
                result.stride          = Marshal.SizeOf(typeof(mat4));
                result.startOffsetUnit = Marshal.SizeOf(typeof(vec4));
                result.pointerType     = VertexAttribPointerType.Default;
                break;

            default:
                throw new Exception("Unexpected VBOConfig!");
            }

            return(result);
        }
Beispiel #3
0
        /// <summary>
        /// Gets parameter values for glVertexAttribPointer() and glEnable/DisableVertexAttribArray().
        /// </summary>
        /// <param name="config"></param>
        internal static VBOConfigDetail Parse(this VBOConfig config)
        {
            var result = new VBOConfigDetail();

            switch (config)
            {
                case VBOConfig.Byte:
                    result.dataSize = 1;
                    result.dataType = OpenGL.GL_BYTE;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.BVec2:
                    result.dataSize = 2;
                    result.dataType = OpenGL.GL_BYTE;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.BVec3:
                    result.dataSize = 3;
                    result.dataType = OpenGL.GL_BYTE;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.BVec4:
                    result.dataSize = 4;
                    result.dataType = OpenGL.GL_BYTE;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.Int:
                    result.dataSize = 1;
                    result.dataType = OpenGL.GL_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.IVec2:
                    result.dataSize = 2;
                    result.dataType = OpenGL.GL_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.IVec3:
                    result.dataSize = 3;
                    result.dataType = OpenGL.GL_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.IVec4:
                    result.dataSize = 4;
                    result.dataType = OpenGL.GL_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.UInt:
                    result.dataSize = 1;
                    result.dataType = OpenGL.GL_UNSIGNED_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.UVec2:
                    result.dataSize = 2;
                    result.dataType = OpenGL.GL_UNSIGNED_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.UVec3:
                    result.dataSize = 3;
                    result.dataType = OpenGL.GL_UNSIGNED_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.UVec4:
                    result.dataSize = 4;
                    result.dataType = OpenGL.GL_UNSIGNED_INT;
                    result.pointerType = VertexAttribPointerType.Integer;
                    break;

                case VBOConfig.Float:
                    result.dataSize = 1;
                    result.dataType = OpenGL.GL_FLOAT;
                    result.pointerType = VertexAttribPointerType.Default;
                    break;

                case VBOConfig.Vec2:
                    result.dataSize = 2;
                    result.dataType = OpenGL.GL_FLOAT;
                    result.pointerType = VertexAttribPointerType.Default;
                    break;

                case VBOConfig.Vec3:
                    result.dataSize = 3;
                    result.dataType = OpenGL.GL_FLOAT;
                    result.pointerType = VertexAttribPointerType.Default;
                    break;

                case VBOConfig.Vec4:
                    result.dataSize = 4;
                    result.dataType = OpenGL.GL_FLOAT;
                    result.pointerType = VertexAttribPointerType.Default;
                    break;

                case VBOConfig.Double:
                    result.dataSize = 1;
                    result.dataType = OpenGL.GL_DOUBLE;
                    result.pointerType = VertexAttribPointerType.Long;
                    break;

                case VBOConfig.DVec2:
                    result.dataSize = 2;
                    result.dataType = OpenGL.GL_DOUBLE;
                    result.pointerType = VertexAttribPointerType.Long;
                    break;

                case VBOConfig.DVec3:
                    result.dataSize = 3;
                    result.dataType = OpenGL.GL_DOUBLE;
                    result.pointerType = VertexAttribPointerType.Long;
                    break;

                case VBOConfig.DVec4:
                    result.dataSize = 4;
                    result.dataType = OpenGL.GL_DOUBLE;
                    result.pointerType = VertexAttribPointerType.Long;
                    break;

                case VBOConfig.Mat2:
                    result.locationCount = 2;
                    result.dataSize = 2;
                    result.dataType = OpenGL.GL_FLOAT;
                    result.stride = Marshal.SizeOf(typeof(mat2));
                    result.startOffsetUnit = Marshal.SizeOf(typeof(vec2));
                    result.pointerType = VertexAttribPointerType.Default;
                    break;

                case VBOConfig.Mat3:
                    result.locationCount = 3;
                    result.dataSize = 3;
                    result.dataType = OpenGL.GL_FLOAT;
                    result.stride = Marshal.SizeOf(typeof(mat3));
                    result.startOffsetUnit = Marshal.SizeOf(typeof(vec3));
                    result.pointerType = VertexAttribPointerType.Default;
                    break;

                case VBOConfig.Mat4:
                    result.locationCount = 4;
                    result.dataSize = 4;
                    result.dataType = OpenGL.GL_FLOAT;
                    result.stride = Marshal.SizeOf(typeof(mat4));
                    result.startOffsetUnit = Marshal.SizeOf(typeof(vec4));
                    result.pointerType = VertexAttribPointerType.Default;
                    break;

                default:
                    throw new NotImplementedException();
            }

            return result;
        }