Beispiel #1
0
        public static void PrepareForUse(VertexDeclaration vd)
        {
            GLStateManager.VertexArray(true);

            bool normal   = false;
            bool color    = false;
            bool texcoord = false;

            foreach (var ve in vd.GetVertexElements())
            {
                switch (ve.VertexElementUsage)
                {
                case VertexElementUsage.Position:
                    GL.VertexPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLVertexPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );

                    break;

                case VertexElementUsage.Color:
                    GL.ColorPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLColorPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );
                    color = true;
                    break;

                case VertexElementUsage.Normal:
                    GL.NormalPointer(
                        ve.VertexElementFormat.OpenGLNormalPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );
                    normal = true;
                    break;

                case VertexElementUsage.TextureCoordinate:
                    GL.TexCoordPointer(
                        ve.VertexElementFormat.OpenGLNumberOfElements(),
                        ve.VertexElementFormat.OpenGLTexCoordPointerType(),
                        vd.VertexStride,
                        (IntPtr)ve.Offset
                        );
                    texcoord = true;
                    break;

                default:
                    throw new NotImplementedException();
                }
            }

            GLStateManager.TextureCoordArray(texcoord);
            GLStateManager.ColorArray(color);
            GLStateManager.NormalArray(normal);
        }
        public static void PrepareForUse(VertexDeclaration vd, IntPtr arrayStart)
        {
            GLStateManager.VertexArray(true);

            bool normal   = false;
            bool color    = false;
            bool texcoord = false;

            foreach (var ve in vd.GetVertexElements())
            {
                switch (ve.VertexElementUsage)
                {
                case VertexElementUsage.Position:
                    /* TODO GL.VertexPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    break;

                case VertexElementUsage.Color:
                    /* TODO GL.ColorPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    color = true;
                    break;

                case VertexElementUsage.Normal:
                    /* TODO GL.NormalPointer(
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    normal = true;
                    break;

                case VertexElementUsage.TextureCoordinate:
                    /* TODO GL.TexCoordPointer(
                     *  ve.VertexElementFormat.OpenGLNumberOfElements(),
                     *  ve.VertexElementFormat.OpenGLValueType(),
                     *  vd.VertexStride,
                     *  new IntPtr(arrayStart.ToInt32() + ve.Offset)
                     *  );*/
                    texcoord = true;
                    break;

                default:
                    throw new NotImplementedException();
                }
            }

            GLStateManager.TextureCoordArray(texcoord);
            GLStateManager.ColorArray(color);
            GLStateManager.NormalArray(normal);
        }
        internal override void Apply()
        {
            // May need to be moved elsewhere within this method
            OnApply();

            GLStateManager.Projection(Projection);
            GLStateManager.World(World);
            GLStateManager.View(View);

            base.Apply();

            GLStateManager.Textures2D(Texture != null);

            GLStateManager.ColorArray(VertexColorEnabled);
        }
        internal override void Apply()
        {
            // May need to be moved elsewhere within this method
            OnApply();

            GLStateManager.Viewport(Game.Instance.Window.ClientBounds);
            GLStateManager.Projection(Projection);
            GLStateManager.WorldView(World, View);

            base.Apply();

            GLStateManager.Textures2D(Texture != null);

            GLStateManager.ColorArray(VertexColorEnabled);
        }
        internal void UnsetGraphicsStates()
        {
            // Make sure we are not user any shaders
            GL.UseProgram(0);

            // if primitives were used then we need to reset them
            if (resetVertexStates)
            {
                GLStateManager.VertexArray(false);
                GLStateManager.ColorArray(false);
                GLStateManager.NormalArray(false);
                GLStateManager.TextureCoordArray(false);
                resetVertexStates = false;
            }
            GL.PopMatrix();
        }
Beispiel #6
0
        internal override void Apply()
        {
            // May need to be moved elsewhere within this method
            OnApply();

            GLStateManager.Projection(Projection);
            GLStateManager.WorldView(World, View);

            // this should probably not be here.
            // this should probably be set immediately on assignment.
            GLStateManager.Cull(this.graphicsDevice.RasterizerState.CullMode);

            base.Apply();

            GLStateManager.Textures2D(Texture != null);

            GLStateManager.ColorArray(VertexColorEnabled);
        }
Beispiel #7
0
        /// <summary>
        /// Lazily computes derived parameter values immediately before applying the effect.
        /// </summary>
        protected internal override void OnApply()
        {
            // Recompute the shader index?
//			if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) {
            int shaderIndex = 0;

            if (!fogEnabled)
            {
                shaderIndex += 1;
            }

            if (vertexColorEnabled)
            {
                shaderIndex += 2;
            }

            if (textureEnabled)
            {
                shaderIndex += 4;
            }

            if (lightingEnabled)
            {
                if (preferPerPixelLighting)
                {
                    shaderIndex += 24;
                }
                else if (oneLight)
                {
                    shaderIndex += 16;
                }
                else
                {
                    shaderIndex += 8;
                }
            }
//
//				//shaderIndexParam.SetValue (shaderIndex);
//
//				dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
            if (oldIndex != shaderIndex)
            {
                int vertexShader   = VSArray[VSIndices[shaderIndex]];
                int fragmentShader = PSArray[PSIndices[shaderIndex]];
                UpdateTechnique("BasicEffect", "", vertexShader, fragmentShader);
                oldIndex = shaderIndex;
                // Update here
            }
//			}


            // These are the states that work
            GLStateManager.Projection(Projection);
            GLStateManager.WorldView(world, view);

            // Override this for now for testing purposes
            dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
            dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
            dirtyFlags &= ~EffectDirtyFlags.FogEnable;             // turn off fog for now
            dirtyFlags |= EffectDirtyFlags.MaterialColor;

            GLStateManager.Textures2D(TextureEnabled);
            GLStateManager.ColorArray(VertexColorEnabled);

            // Recompute the world+view+projection matrix or fog vector?
            dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);

            // Recompute the diffuse/emissive/alpha material color parameters?
            if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
            {
                EffectHelpers.SetMaterialColor(lightingEnabled, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);

                dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
            }

            if (TextureEnabled)
            {
                _texture.Apply();
                textureParam.SetValue(_texture);
                //System.Console.WriteLine("Texture set");
            }
//
//			if (lightingEnabled) {
//				// Recompute the world inverse transpose and eye position?
//				dirtyFlags = EffectHelpers.SetLightingMatrices (dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);
//
//				// Check if we can use the only-bother-with-the-first-light shader optimization.
//				bool newOneLight = !light1.Enabled && !light2.Enabled;
//
//				if (oneLight != newOneLight) {
//					oneLight = newOneLight;
//					dirtyFlags |= EffectDirtyFlags.ShaderIndex;
//				}
//			}
        }