Binding() public method

Bind this uniform buffer object and a uniform block to the same binding point.
public Binding ( ShaderProgram program, uint uniformBlockIndex, uint uniformBlockBindingPoint ) : void
program ShaderProgram shader program.
uniformBlockIndex uint index of uniform block got by (glGetUniformBlockIndex).
uniformBlockBindingPoint uint binding point maintained by OpenGL context.
return void
Ejemplo n.º 1
0
        /// <summary>
        /// Initialize and setup uniform block's value.
        /// </summary>
        /// <param name="program"></param>
        /// <returns></returns>
        private UniformBuffer Initialize(ShaderProgram program)
        {
            if (glGetUniformBlockIndex == null)
            {
                glGetUniformBlockIndex    = GL.Instance.GetDelegateFor("glGetUniformBlockIndex", GLDelegates.typeof_uint_uint_string) as GLDelegates.uint_uint_string;
                glGetActiveUniformBlockiv = GL.Instance.GetDelegateFor("glGetActiveUniformBlockiv", GLDelegates.typeof_uint_uint_uint_uint_uintN) as GLDelegates.uint_uint_uint_uint_uintN;
            }

            uint uboIndex = glGetUniformBlockIndex(program.ProgramId, this.VarName);
            var  uboSize  = new uint[1];

            glGetActiveUniformBlockiv(program.ProgramId, uboIndex, GL.GL_UNIFORM_BLOCK_DATA_SIZE, uboSize);
            byte[]        bytes  = this.value.ToBytes();
            UniformBuffer result = bytes.GenUniformBuffer(BufferUsage.StaticDraw);

            // another way to do this:
            //UniformBuffer result = UniformBuffer.Create(typeof(byte), bytes.Length, BufferUsage.StaticDraw);
            //unsafe
            //{
            //    var array = (byte*)result.MapBuffer(MapBufferAccess.WriteOnly);
            //    for (int i = 0; i < bytes.Length; i++)
            //    {
            //        array[i] = bytes[i];
            //    }
            //    result.UnmapBuffer();
            //}

            //glBindBufferBase(GL.GL_UNIFORM_BUFFER, uboIndex, result.BufferId);
            //glBindBufferBase(GL.GL_UNIFORM_BUFFER, 0, result.BufferId);
            //glUniformBlockBinding(program.ProgramId, uboIndex, 0);
            result.Binding(program, uboIndex, 0);
            result.Unbind();

            return(result);
        }