Beispiel #1
0
        public VAO(OpenGL gl, IShaderProgram program, VBO vbo)
        {
            _gl = gl;
            _program = program;
            VBO = vbo;

            var buffers = new uint[1];
            gl.GenVertexArrays(1, buffers);
            Handle = buffers[0];

            using (new Bind(program))
            using (new Bind(this))
            using (new Bind(vbo))
            {
                var stride = Vect3f.SizeInBytes * 2 + Vect4f.SizeInBytes;

                gl.EnableVertexAttribArray(0);
                gl.VertexAttribPointer(0, 3, OpenGL.GL_FLOAT, true, stride, IntPtr.Zero);
                gl.BindAttribLocation(program.Handle, 0, "vert_position");

                gl.EnableVertexAttribArray(1);
                gl.VertexAttribPointer(1, 3, OpenGL.GL_FLOAT, true, stride, new IntPtr(Vect3f.SizeInBytes));
                gl.BindAttribLocation(program.Handle, 1, "vert_normal");

                gl.EnableVertexAttribArray(2);
                gl.VertexAttribPointer(2, 4, OpenGL.GL_FLOAT, false, stride, new IntPtr(Vect3f.SizeInBytes * 2));
                gl.BindAttribLocation(program.Handle, 2, "vert_colour");
            }
        }
Beispiel #2
0
        public Mesh(OpenGL gl, MeshType type)
        {
            this.gl = gl;
            this.bufferCount = 0;

            Type = type;

            uint[] arrs = new uint[1];
            gl.GenVertexArrays(1, arrs);
            ID = arrs[0];
        }
Beispiel #3
0
        private void CreateVertexArrayObject(OpenGL gl, RenderMode renderMode)
        {
            if (this.positionBuffer == null || this.colorBuffer == null) { return; }

            this.vertexArrayObject = new uint[1];
            gl.GenVertexArrays(1, this.vertexArrayObject);
            gl.BindVertexArray(this.vertexArrayObject[0]);

            // prepare positions
            {
                int location = shaderProgram.GetAttributeLocation(gl, in_Position);
                ATTRIB_INDEX_POSITION = (uint)location;
                gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, positionBuffer[0]);
                gl.VertexAttribPointer(ATTRIB_INDEX_POSITION, 3, OpenGL.GL_FLOAT, false, 0, IntPtr.Zero);
                gl.EnableVertexAttribArray(ATTRIB_INDEX_POSITION);
            }
            // prepare colors
            {
                int location = shaderProgram.GetAttributeLocation(gl, in_uv);
                ATTRIB_INDEX_UV = (uint)location;
                gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, colorBuffer[0]);
                gl.VertexAttribPointer(ATTRIB_INDEX_UV, 1, OpenGL.GL_FLOAT, false, 0, IntPtr.Zero);
                gl.EnableVertexAttribArray(ATTRIB_INDEX_UV);
            }

            gl.BindVertexArray(0);
        }
        public void PrepareNMVAO(OpenGL gl, NormalMaterialProgram program)
        {
            var vertArrIds = new uint[1];
            gl.GenVertexArrays(1, vertArrIds);

            VaoNM = vertArrIds[0];
            gl.BindVertexArray(VaoNM);

            BindNMVBOs(gl, program);

            gl.EnableVertexAttribArray(0);
            gl.BindVertexArray(0);
        }
        public void PrepareHTVAO(OpenGL gl, HitTestProgram program)
        {
            var vertArrIds = new uint[1];
            gl.GenVertexArrays(1, vertArrIds);

            VaoHT = vertArrIds[0];
            gl.BindVertexArray(VaoHT);

            BindHTVBOs(gl, program);

            gl.EnableVertexAttribArray(0);
            gl.BindVertexArray(0);
        }
        private void initGLObjects(OpenGL gl, out uint vaoHandle, out uint programHandle)
        {
            uint[] vaos = new uint[1];
            gl.GenVertexArrays(1, vaos);
            vaoHandle = vaos[0];

            programHandle = gl.CreateProgram();
        }
        public void PrepareVAO(OpenGL gl, LinesProgram program)
        {
            var vertArrIds = new uint[1];
            gl.GenVertexArrays(1, vertArrIds);

            Vao = vertArrIds[0];
            gl.BindVertexArray(Vao);

            BindVBOs(gl, program);

            gl.EnableVertexAttribArray(0);
            gl.BindVertexArray(0);
        }
Beispiel #8
0
 public VAO(OpenGL gl)
 {
     _gl = gl;
     _gl.GenVertexArrays(2, _vao);
 }
Beispiel #9
0
        private void PlaySound()
        {
            try
            {
                gl.GenVertexArrays(1, vao);
                gl.BindVertexArray(vao[0]);


                gl.GenBuffers(1, vbo);

                float[] vertices = new float[] {
                    -1.0f, 1.0f,
                    1.0f, 1.0f,
                    1.0f, -1.0f,
                    -1.0f, 1.0f,
                    -1.0f, -1.0f,
                    1.0f, -1.0f
                };
                gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vbo[0]);
                unsafe
                {
                    fixed(float *verts = vertices)
                    {
                        var ptr = new IntPtr(verts);

                        // fill the buffer to the currently binded buffer
                        gl.BufferData(OpenGL.GL_ARRAY_BUFFER, vertices.Length * sizeof(float), ptr, OpenGL.GL_STATIC_DRAW);
                    }
                }
                //  Create the shader program.
                var vertexShaderSource   = ManifestResourceLoader.LoadTextFile("SoundShader.vert");
                var fragmentShaderSource = ManifestResourceLoader.LoadTextFile("SoundShader.frag");
                vertexShader = gl.CreateShader(OpenGL.GL_VERTEX_SHADER);
                gl.ShaderSource(vertexShader, vertexShaderSource);
                gl.CompileShader(vertexShader);

                // Create and compile the fragment shader
                fragmentShader = gl.CreateShader(OpenGL.GL_FRAGMENT_SHADER);
                gl.ShaderSource(fragmentShader, fragmentShaderSource);
                gl.CompileShader(fragmentShader);

                // Link the vertex and fragment shader into a shader program
                shaderProgram = gl.CreateProgram();
                gl.AttachShader(shaderProgram, vertexShader);
                gl.AttachShader(shaderProgram, fragmentShader);

                gl.BindFragDataLocation(shaderProgram, (uint)0, "gl_FragColor");

                gl.LinkProgram(shaderProgram);
                int[] infoLength = new int[] { 0 };
                int   bufSize    = infoLength[0];
                //  Get the compile info.
                StringBuilder il = new StringBuilder(bufSize);
                gl.GetProgramInfoLog(shaderProgram, bufSize, IntPtr.Zero, il);
                gl.UseProgram(shaderProgram);

                posAttrib = gl.GetAttribLocation(shaderProgram, "position");
                gl.EnableVertexAttribArray((uint)posAttrib);
                gl.VertexAttribPointer((uint)posAttrib, 2, OpenGL.GL_FLOAT, false, 0, new IntPtr(0));


                timeLoc   = gl.GetUniformLocation(shaderProgram, "iGlobalTime");
                sampleLoc = gl.GetUniformLocation(shaderProgram, "Spectrum");
                waveLoc   = gl.GetUniformLocation(shaderProgram, "Wavedata");
                int resLoc = gl.GetUniformLocation(shaderProgram, "iResolution");


                gl.Uniform3(resLoc, (float)this.openGLControl1.Width, (float)this.openGLControl1.Height, (float)(this.openGLControl1.Width * this.openGLControl1.Height));
                Thread thread = new Thread(() => PlaySoundT(((USound)selectedObject).SoundBuffer));
                thread.Start();
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
                Console.WriteLine(e.StackTrace.ToString());
            }
        }