Beispiel #1
0
        static RenderWireframeCubeCommand()
        {
            //setup the shader
            List <ShaderDescriptor> desc = new List <ShaderDescriptor>();

            desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\draw-vs.glsl", ShaderDescriptor.Source.File));
            desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\draw-ps.glsl", ShaderDescriptor.Source.File));
            ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc);

            theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram;

            theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw);
            theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw);

            ushort[] index =
            {
                4, 6, 2, 3, PRIM_RESTART,
                1, 3, 7, 6, PRIM_RESTART,
                7, 5, 1, 0, PRIM_RESTART,
                2, 0, 4, 5
            };

            theIBO.setData(index);

            //setup the vao
            theVAO = new VertexArrayObject();
            theVAO.bindVertexFormat <V3T2B4>(theShader);
        }
Beispiel #2
0
        static RenderSphereCommand()
        {
            theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw);
            theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw);

            //setup the shader
            List <ShaderDescriptor> desc = new List <ShaderDescriptor>();

            desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\draw-vs.glsl", ShaderDescriptor.Source.File));
            desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\draw-ps.glsl", ShaderDescriptor.Source.File));
            ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc);

            theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram;

            theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw);
            theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw);

            createTheSphere();

            theIBO.setData(theSphereIndexes);

            //setup the vao
            theVAO = new VertexArrayObject();
            theVAO.bindVertexFormat <V3T2B4>(theShader);
        }
Beispiel #3
0
        static SkyBox()
        {
            Vector3[] verts = new Vector3[] {
                new Vector3(-1, -1, -1),
                new Vector3(1, -1, -1),
                new Vector3(-1, 1, -1),
                new Vector3(1, 1, -1),
                new Vector3(-1, -1, 1),
                new Vector3(1, -1, 1),
                new Vector3(-1, 1, 1),
                new Vector3(1, 1, 1)
            };

            ushort[] index =
            {
                5, 1, 7, 7, 1, 3, //+X  RIGHT
                0, 4, 2, 2, 4, 6, //-X  LEFT
                6, 7, 2, 2, 7, 3, //+Y  TOP
                0, 1, 4, 4, 1, 5, //-Y  BOTTOM
                4, 5, 6, 6, 5, 7, //+Z  BACK
                1, 0, 3, 3, 0, 2  //-Z  FRONT
            };

            theVbo.setData(verts);
            theIbo.setData(index);
            theVao = new VertexArrayObject();
        }
Beispiel #4
0
        static RenderTextureCubeCommand()
        {
            //setup the shader
            List <ShaderDescriptor> desc = new List <ShaderDescriptor>();

            desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\draw-vs.glsl", ShaderDescriptor.Source.File));
            desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\draw-ps.glsl", ShaderDescriptor.Source.File));
            ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc);

            theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram;

            theVBO = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw);
            theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw);

            ushort[] index = { 0,   1,  2,
                               0,   2,  3,                              //front
                               4,   5,  6,
                               4,   6,  7,                              //left
                               8,   9, 10,
                               8,  10, 11,                              //right
                               12, 13, 14,
                               12, 14, 15,                              // top
                               16, 17, 18,
                               16, 18, 19,                              // bottom
                               20, 21, 22,
                               20, 22, 23                               // back
            };
            theIBO.setData(index);

            //setup the vao
            theVAO = new VertexArrayObject();
            theVAO.bindVertexFormat <V3T2B4>(theShader);
        }
Beispiel #5
0
        public override void updateText(String txt, VertexBufferObject vbo, IndexBufferObject ibo)
        {
            //build the VBO
            ushort counter    = 0;
            ushort indexCount = 0;
            float  posx       = 0;
            float  posy       = 0;

            for (int i = 0; i < txt.Length; i++)
            {
                char  ch = txt[i];
                Glyph g  = myGlyphs[(int)ch];

                posx += g.offset.X;
                //posy = g.offset.Y - mySize;

                myVerts[counter * 4].Position.X = posx;
                myVerts[counter * 4].Position.Y = posy;
                myVerts[counter * 4].Position.Z = 0.0f;
                myVerts[counter * 4].TexCoord.X = g.minTexCoord.X;
                myVerts[counter * 4].TexCoord.Y = g.maxTexCoord.Y;

                myVerts[counter * 4 + 1].Position.X = posx + g.size.X;
                myVerts[counter * 4 + 1].Position.Y = posy;
                myVerts[counter * 4 + 1].Position.Z = 0.0f;
                myVerts[counter * 4 + 1].TexCoord.X = g.maxTexCoord.X;
                myVerts[counter * 4 + 1].TexCoord.Y = g.maxTexCoord.Y;

                myVerts[counter * 4 + 2].Position.X = posx + g.size.X;
                myVerts[counter * 4 + 2].Position.Y = posy + g.size.Y;
                myVerts[counter * 4 + 2].Position.Z = 0.0f;
                myVerts[counter * 4 + 2].TexCoord.X = g.maxTexCoord.X;
                myVerts[counter * 4 + 2].TexCoord.Y = g.minTexCoord.Y;

                myVerts[counter * 4 + 3].Position.X = posx;
                myVerts[counter * 4 + 3].Position.Y = posy + g.size.Y;
                myVerts[counter * 4 + 3].Position.Z = 0.0f;
                myVerts[counter * 4 + 3].TexCoord.X = g.minTexCoord.X;
                myVerts[counter * 4 + 3].TexCoord.Y = g.minTexCoord.Y;

                //indicies to draw as tris
                myIndexes[indexCount++] = (ushort)(0 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(1 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(2 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(0 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(2 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(3 + (counter * 4));


                posx += g.advance.X;
                counter++;
            }

            //update the VBO
            vbo.setData(myVerts, 0, (counter * 4 * V3T2.stride));
            ibo.setData(myIndexes, 0, (indexCount * 2));
        }
Beispiel #6
0
        public override void updateText(String txt)
        {
            int   counter    = 0;
            int   indexCount = 0;
            float posx       = 0;
            float posy       = 0;
            float advance    = mySize * 0.6f;

            for (int i = 0; i < txt.Length; i++)
            {
                char  ch = txt[i];
                Glyph g  = myGlyphs[(int)ch - 32];

                myVerts[counter * 4].Position.X = posx;
                myVerts[counter * 4].Position.Y = posy;
                myVerts[counter * 4].Position.Z = 0.0f;
                myVerts[counter * 4].TexCoord.X = g.minTexCoord.X;
                myVerts[counter * 4].TexCoord.Y = g.minTexCoord.Y;

                myVerts[counter * 4 + 1].Position.X = posx + mySize;
                myVerts[counter * 4 + 1].Position.Y = posy;
                myVerts[counter * 4 + 1].Position.Z = 0.0f;
                myVerts[counter * 4 + 1].TexCoord.X = g.maxTexCoord.X;
                myVerts[counter * 4 + 1].TexCoord.Y = g.minTexCoord.Y;

                myVerts[counter * 4 + 2].Position.X = posx + mySize;
                myVerts[counter * 4 + 2].Position.Y = posy + mySize;
                myVerts[counter * 4 + 2].Position.Z = 0.0f;
                myVerts[counter * 4 + 2].TexCoord.X = g.maxTexCoord.X;
                myVerts[counter * 4 + 2].TexCoord.Y = g.maxTexCoord.Y;

                myVerts[counter * 4 + 3].Position.X = posx;
                myVerts[counter * 4 + 3].Position.Y = posy + mySize;
                myVerts[counter * 4 + 3].Position.Z = 0.0f;
                myVerts[counter * 4 + 3].TexCoord.X = g.minTexCoord.X;
                myVerts[counter * 4 + 3].TexCoord.Y = g.maxTexCoord.Y;

                //indices to draw as tris
                myIndexes[indexCount++] = (ushort)(0 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(1 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(3 + (counter * 4));
                myIndexes[indexCount++] = (ushort)(2 + (counter * 4));

                posx += advance;
                counter++;
            }

            //update the VBO
            myVbo.setData(myVerts, 0, (counter * 4 * V3T2.stride));
            myIbo.setData(myIndexes, 0, (indexCount * 2));
        }
Beispiel #7
0
        static RenderTexture2dCommand()
        {
            //setup the shader
            List <ShaderDescriptor> desc = new List <ShaderDescriptor>();

            desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl"));
            desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl"));
            ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc);

            theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram;

            theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw);
            theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw);

            ushort[] index = { 0, 1, 2, 0, 2, 3 };
            theIBO.setData(index);

            //setup the vao
            theVAO = new VertexArrayObject();
            theVAO.bindVertexFormat(theShader, V3T2B4.bindings());
        }
Beispiel #8
0
        static SkyBox()
        {
            Vector3[] verts = new Vector3[] {
                new Vector3(-1, -1, -1),
                new Vector3(1, -1, -1),
                new Vector3(-1, 1, -1),
                new Vector3(1, 1, -1),
                new Vector3(-1, -1, 1),
                new Vector3(1, -1, 1),
                new Vector3(-1, 1, 1),
                new Vector3(1, 1, 1)
            };

            ushort[] index =
            {
                //CCW inside box
                5, 7, 1, 7, 3, 1, //+X  RIGHT
                0, 2, 4, 2, 6, 4, //-X  LEFT
                6, 2, 7, 2, 3, 7, //+Y  TOP
                0, 4, 1, 4, 5, 1, //-Y  BOTTOM
                4, 6, 5, 6, 7, 5, //+Z  BACK
                1, 3, 0, 3, 2, 0  //-Z  FRONT

                /*
                 * //CCW from outside box
                 *                                    5,1,7, 7,1,3,    //+X  RIGHT
                 *      0,4,2, 2,4,6,    //-X  LEFT
                 *      6,7,2, 2,7,3,    //+Y  TOP
                 *      0,1,4, 4,1,5,   //-Y  BOTTOM
                 *      4,5,6, 6,5,7,   //+Z  BACK
                 *      1,0,3, 3,0,2     //-Z  FRONT
                 */
            };

            theVbo.setData(verts);
            theIbo.setData(index);
            theVao = new VertexArrayObject();
        }
Beispiel #9
0
        static RenderFrustumCommand()
        {
            //setup the shader
            List <ShaderDescriptor> desc = new List <ShaderDescriptor>();

            desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.draw-vs.glsl"));
            desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.draw-ps.glsl"));
            ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc);

            theShader = Renderer.resourceManager.getResource(sd) as ShaderProgram;

            theVBO = new VertexBufferObject(BufferUsageHint.DynamicDraw);
            theIBO = new IndexBufferObject(BufferUsageHint.StaticDraw);

            ushort[] index =
            {
                0, 1, 3, 2, PRIM_RESTART,
                5, 1, 3, 7, PRIM_RESTART,
                4, 5, 7, 6, PRIM_RESTART,
                0, 4, 6, 2
            };

            theVerts[0] = new Vector4(-1, -1, -1, 1);
            theVerts[1] = new Vector4(1, -1, -1, 1);
            theVerts[2] = new Vector4(-1, 1, -1, 1);
            theVerts[3] = new Vector4(1, 1, -1, 1);

            theVerts[4] = new Vector4(-1, -1, 1, 1);
            theVerts[5] = new Vector4(1, -1, 1, 1);
            theVerts[6] = new Vector4(-1, 1, 1, 1);
            theVerts[7] = new Vector4(1, 1, 1, 1);

            theIBO.setData(index);

            //setup the vao
            theVAO = new VertexArrayObject();
            theVAO.bindVertexFormat(theShader, V3T2B4.bindings());
        }
Beispiel #10
0
 public void updateBuffers()
 {
     myVbo.setData(myVerts, 0, myVertCount * V3T2B4.stride);
     myIbo.setData(myIndexes, 0, myIndexCount * 4);
 }
Beispiel #11
0
        public override void updateText(String txt, VertexBufferObject vbo, IndexBufferObject ibo)
        {
            int   counter    = 0;
            int   indexCount = 0;
            float posx       = 0;
            float posy       = 0;

            foreach (Char ch in txt)
            {
                if (ch < 32)
                {
                    if (ch == '\n')
                    {
                        posx  = 0;
                        posy += fontSize;
                        continue;
                    }

                    if (ch == '\r')
                    {
                        continue;
                    }
                }

                Glyph g = myGlyphs[(int)ch - myLetteroffset];
                if (g != null)
                {
                    myVerts[counter * 4].Position.X = posx;
                    myVerts[counter * 4].Position.Y = posy;
                    myVerts[counter * 4].Position.Z = 0.0f;
                    myVerts[counter * 4].TexCoord.X = g.minTexCoord.X;
                    myVerts[counter * 4].TexCoord.Y = g.minTexCoord.Y;

                    myVerts[counter * 4 + 1].Position.X = posx + mySize;
                    myVerts[counter * 4 + 1].Position.Y = posy;
                    myVerts[counter * 4 + 1].Position.Z = 0.0f;
                    myVerts[counter * 4 + 1].TexCoord.X = g.maxTexCoord.X;
                    myVerts[counter * 4 + 1].TexCoord.Y = g.minTexCoord.Y;

                    myVerts[counter * 4 + 2].Position.X = posx + mySize;
                    myVerts[counter * 4 + 2].Position.Y = posy + mySize;
                    myVerts[counter * 4 + 2].Position.Z = 0.0f;
                    myVerts[counter * 4 + 2].TexCoord.X = g.maxTexCoord.X;
                    myVerts[counter * 4 + 2].TexCoord.Y = g.maxTexCoord.Y;

                    myVerts[counter * 4 + 3].Position.X = posx;
                    myVerts[counter * 4 + 3].Position.Y = posy + mySize;
                    myVerts[counter * 4 + 3].Position.Z = 0.0f;
                    myVerts[counter * 4 + 3].TexCoord.X = g.minTexCoord.X;
                    myVerts[counter * 4 + 3].TexCoord.Y = g.maxTexCoord.Y;

                    //indices to draw as tris
                    myIndexes[indexCount++] = (ushort)(0 + (counter * 4));
                    myIndexes[indexCount++] = (ushort)(1 + (counter * 4));
                    myIndexes[indexCount++] = (ushort)(2 + (counter * 4));
                    myIndexes[indexCount++] = (ushort)(0 + (counter * 4));
                    myIndexes[indexCount++] = (ushort)(2 + (counter * 4));
                    myIndexes[indexCount++] = (ushort)(3 + (counter * 4));


                    posx += g.advance.X;
                    counter++;
                }
                else
                {
                    if (ch == ' ')
                    {
                        posx += g.advance.X;
                    }
                    if (ch == '\t')
                    {
                        posx += g.advance.X * 3;
                    }
                }
            }

            //update the VBO
            vbo.setData(myVerts, 0, (counter * 4 * V3T2.stride));
            ibo.setData(myIndexes, 0, (indexCount * 2));
        }