Ejemplo n.º 1
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 ///<summary> A set of rectangle indexes of reccount rectangles, with a restart after each rectangle, in short indexes </summary>
 public void CreateRectangleElementIndexUShort(GLBuffer elementbuf, int reccount, uint restartindex = 0xffff)
 {
     ElementBuffer = elementbuf;
     ElementBuffer.FillRectangularIndicesShort(reccount, restartindex);
     ElementIndexSize = DrawElementsType.UnsignedShort;
     DrawCount        = ElementBuffer.Length - 1;
 }
Ejemplo n.º 2
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        // a buffer returned
        /// <summary> Make a new entry of this type with an optional name </summary>
        public GLBuffer NewBuffer(bool std430 = true, string name = null)
        {
            GLBuffer b = new GLBuffer(std430);

            items[EnsureName(name)] = b;
            return(b);
        }
Ejemplo n.º 3
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        /// <summary> Make a new entry of this type with an optional name </summary>
        public GLBuffer NewBuffer(int size, bool std430 = false, BufferUsageHint hint = BufferUsageHint.StaticDraw, string name = null)
        {
            GLBuffer b = new GLBuffer(size, std430, hint);

            items[EnsureName(name)] = b;
            return(b);
        }
Ejemplo n.º 4
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        ///<summary> A set of rectangle indexes of reccount rectangles, with a restart after each rectangle, in Byte indexes </summary>

        public void CreateRectangleElementIndexByte(GLBuffer elementbuf, int reccount, uint restartindex = 0xff)
        {
            ElementBuffer = elementbuf;
            ElementBuffer.FillRectangularIndicesBytes(reccount, restartindex);
            ElementIndexSize = DrawElementsType.UnsignedByte;
            DrawCount        = ElementBuffer.Length - 1; // -1 because we do not need the last restart index to be processed
            //byte[] b = elementbuf.ReadBuffer(0, elementbuf.BufferSize); // test read back
        }
Ejemplo n.º 5
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 ///<summary> Given a elementbuffer, fill with indexes from an array. Set ElementBuffer, ElementIndexSize, BaseIndexOffset, DrawCount </summary>
 public void CreateElementIndexUShort(GLBuffer elementbuf, ushort[] indexes, int base_index = 0)
 {
     ElementBuffer = elementbuf;
     ElementBuffer.AllocateFill(indexes);
     ElementIndexSize = DrawElementsType.UnsignedShort;
     BaseIndexOffset  = base_index;
     DrawCount        = indexes.Length;
 }
Ejemplo n.º 6
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        /// <summary>
        /// Copy to another buffer. Other buffer must be Allocated to the size otherpos+length
        /// </summary>
        /// <param name="other">Other buffer</param>
        /// <param name="startpos">Start posiiton in buffer</param>
        /// <param name="otherpos">Position to store it in other buffer</param>
        /// <param name="length">Copy length</param>
        /// <param name="hint"></param>
        public void CopyTo(GLBuffer other, int startpos, int otherpos, int length, BufferUsageHint hint = BufferUsageHint.StaticDraw) // newlength can be zero, meaning discard and go back to start
        {
            System.Diagnostics.Debug.Assert(context == GLStatics.GetContext(), "Context incorrect");                                  // safety
            int ourend   = startpos + length;
            int otherend = otherpos + length;

            System.Diagnostics.Debug.Assert(Length >= ourend && other.Length >= otherend);
            GL.CopyNamedBufferSubData(Id, other.Id, (IntPtr)startpos, (IntPtr)otherpos, length);
        }
Ejemplo n.º 7
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        ///<summary> Vector4, Vector2 and Matrix4 in buffers.  First is model, second is coords, third is instance matrix translation
        /// if separbuffer = true and instancematrix is null, it makes a buffer for you to fill up externally.
        /// if separbuffer = true it makes as separate buffer for instancematrix
        /// if separbuffer = true and instancematrix is null, you fill up the separbuffer yourself outside of this (maybe auto generated).
        /// You can get this buffer using items.LastBuffer()
        /// Attributes in 0,1,4-7 set up.</summary>

        public static GLRenderableItem CreateVector4Vector2Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt,
                                                                   Vector4[] vectors, Vector2[] coords, Matrix4[] instancematrix,
                                                                   IGLRenderItemData id = null, int ic             = 1,
                                                                   bool separbuf        = false, int matrixdivisor = 1)
        {
            var      va    = items.NewArray();
            GLBuffer vbuf1 = items.NewBuffer();
            GLBuffer vbuf2 = vbuf1;
            int      posi  = 2;

            if (separbuf)
            {
                vbuf1.AllocateBytes(GLBuffer.Vec4size * vectors.Length + GLBuffer.Vec2size * coords.Length);

                vbuf2 = items.NewBuffer();

                if (instancematrix != null)
                {
                    vbuf2.AllocateBytes(GLBuffer.Mat4size * instancematrix.Length);
                }

                posi = 0;
            }
            else
            {
                vbuf1.AllocateBytes(GLBuffer.Vec4size * vectors.Length + GLBuffer.Vec2size * coords.Length + GLBuffer.Vec4size + GLBuffer.Mat4size * instancematrix.Length);    // due to alignment, add on a little
            }

            vbuf1.Fill(vectors);
            vbuf1.Fill(coords);
            if (instancematrix != null)
            {
                vbuf2.Fill(instancematrix);
            }

            vbuf1.Bind(va, 0, vbuf1.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);      // bp 0 at 0

            vbuf1.Bind(va, 1, vbuf1.Positions[1], 8);
            va.Attribute(1, 1, 2, VertexAttribType.Float);                                           // bp 1 at 1

            va.MatrixAttribute(2, 4);                                                                // bp 2 at 4-7
            vbuf2.Bind(va, 2, instancematrix != null ? vbuf2.Positions[posi]: 0, 64, matrixdivisor); // use a binding

            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
Ejemplo n.º 8
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        ///<summary> Vector4, Vector2 and Matrix4 in buffers.  First is model, second is coords, third is instance matrix translation
        /// All are supplied by buffer references
        /// Attributes in 0,1,4-7 set up.</summary>

        public static GLRenderableItem CreateVector4Vector2Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt,
                                                                   GLBuffer vbuf1, GLBuffer vbuf2, GLBuffer vbuf3,
                                                                   int vertexcount,
                                                                   IGLRenderItemData id = null, int ic = 1,
                                                                   int matrixdivisor    = 1,
                                                                   int buf1pos          = 0, int buf2pos = 0, int buf3pos = 0)
        {
            var va = items.NewArray();

            vbuf1.Bind(va, 0, buf1pos, 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);      // bp 0 at 0

            vbuf2.Bind(va, 1, buf2pos, 8);
            va.Attribute(1, 1, 2, VertexAttribType.Float);      // bp 1 at 1

            va.MatrixAttribute(2, 4);                           // bp 2 at 4-7
            vbuf3.Bind(va, 2, buf3pos, 64, matrixdivisor);      // use a binding

            return(new GLRenderableItem(prim, pt, vertexcount, va, id, ic));
        }
Ejemplo n.º 9
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        ///<summary> Given a elementbuffer, fill with indexes from an array. Drawtype sets the element index size. Set ElementBuffer, ElementIndexSize, BaseIndexOffset, DrawCount </summary>
        public void CreateElementIndex(GLBuffer elementbuf, uint[] eids, DrawElementsType drawtype, int base_index = 0)
        {
            ElementBuffer = elementbuf;

            if (drawtype == DrawElementsType.UnsignedByte)
            {
                ElementBuffer.AllocateFill(eids.Select(x => (byte)x).ToArray());
            }
            else if (drawtype == DrawElementsType.UnsignedShort)
            {
                ElementBuffer.AllocateFill(eids.Select(x => (ushort)x).ToArray());
                ElementIndexSize = DrawElementsType.UnsignedShort;
            }
            else
            {
                ElementBuffer.AllocateFill(eids.ToArray());
                ElementIndexSize = DrawElementsType.UnsignedInt;
            }

            ElementIndexSize = drawtype;
            BaseIndexOffset  = base_index;
            DrawCount        = eids.Length;
        }
Ejemplo n.º 10
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 /// <summary> Add this type with an optional name </summary>
 public GLBuffer Add(GLBuffer disp, string name = null)
 {
     System.Diagnostics.Debug.Assert(!items.ContainsValue(disp));
     items.Add(EnsureName(name), disp);
     return(disp);
 }
Ejemplo n.º 11
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        /// <summary> Use a buffer for Vector4 elements in attribute 0</summary>
        public static GLRenderableItem CreateVector4(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer vb, int drawcount, int pos = 0,
                                                     IGLRenderItemData id = null, int ic = 1)
        {
            var va = items.NewArray();

            vb.Bind(va, 0, pos, 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);
            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Ejemplo n.º 12
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 ///<summary> Given a elementbuffer, fill with indexes from an array. Set ElementBuffer, ElementIndexSize, BaseIndexOffset, DrawCount </summary>
 public void CreateElementIndex(GLBuffer elementbuf, uint[] eids, int base_index = 0)
 {
     CreateElementIndex(elementbuf, eids, GL4Statics.DrawElementsTypeFromMaxEID(eids.Max()), base_index);
 }
Ejemplo n.º 13
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        /// <summary> Two Vector4s, second in a given buffer. Second vector can be instance divided.  In attributes 0,1</summary>
        public static GLRenderableItem CreateVector4Vector4(GLItemsList items, PrimitiveType prim, GLRenderState pt, Vector4[] vectors, GLBuffer buf2, int bufoff = 0,
                                                            IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var vb = items.NewBuffer();

            vb.AllocateBytes(GLBuffer.Vec4size * vectors.Length);
            vb.Fill(vectors);

            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);

            buf2.Bind(va, 1, bufoff, 16, seconddivisor);
            va.Attribute(1, 1, 4, VertexAttribType.Float);
            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
Ejemplo n.º 14
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        /// <summary> Two Vector4s, and a Vector2. Second given in buffer. First/Second in one buffer. Second and Third vector can be instance divided.  In attributes 0,1,2</summary>
        public static GLRenderableItem CreateVector4Vector4Vector2(GLItemsList items, PrimitiveType prim, GLRenderState pt,
                                                                   Vector4[] vectors, GLBuffer secondvector, int secondoffset, Vector2[] thirdvector,
                                                                   IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0, int thirddivisor = 0)
        {
            var vb = items.NewBuffer();

            vb.AllocateBytes(GLBuffer.Vec4size * vectors.Length + GLBuffer.Vec2size * thirdvector.Length);    // vec2 aligned vec4
            vb.Fill(vectors);
            vb.Fill(thirdvector);

            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);

            secondvector.Bind(va, 1, secondoffset, 16, seconddivisor);
            va.Attribute(1, 1, 4, VertexAttribType.Float);

            vb.Bind(va, 2, vb.Positions[1], 8, thirddivisor);
            va.Attribute(2, 2, 2, VertexAttribType.Float);

            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
Ejemplo n.º 15
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        ///<summary> Matrix4 as a buffer reference.
        /// Attributes in 4-7 set up.</summary>
        public static GLRenderableItem CreateMatrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer vb, int bufoffset, int drawcount,
                                                     IGLRenderItemData id = null, int ic = 1, int matrixdivisor = 1)
        {
            var va = items.NewArray();

            vb.Bind(va, 2, bufoffset, 64, matrixdivisor);     // use a binding
            va.MatrixAttribute(2, 4);                         // bp 2 at attribs 4-7
            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Ejemplo n.º 16
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        ///<summary> Vector4 and Matrix4. Both are buffer references.
        /// Attributes in 0,4-7 set up.</summary>
        public static GLRenderableItem CreateVector4Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer shape, GLBuffer matrix, int drawcount,
                                                            IGLRenderItemData id = null, int ic = 1, int matrixdivisor = 1)
        {
            var va = items.NewArray();

            shape.Bind(va, 0, shape.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);              // bp 0 at attrib 0

            matrix.Bind(va, 2, matrix.Positions[0], 64, matrixdivisor); // use a binding
            va.MatrixAttribute(2, 4);                                   // bp 2 at attribs 4-7

            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Ejemplo n.º 17
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        ///<summary> Vector4 and Matrix4. Matrix4 is a buffer reference.
        /// Attributes in 0,4-7 set up.</summary>
        public static GLRenderableItem CreateVector4Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt, Vector4[] vectors, GLBuffer matrix,
                                                            IGLRenderItemData id = null, int ic = 1, int matrixdivisor = 1)
        {
            var vb = items.NewBuffer();

            vb.AllocateFill(vectors);       // push in model vectors

            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);              // bp 0 at attrib 0

            matrix.Bind(va, 2, matrix.Positions[0], 64, matrixdivisor); // use a binding
            va.MatrixAttribute(2, 4);                                   // bp 2 at attribs 4-7

            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
Ejemplo n.º 18
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        /// <summary> Two Vector4s, both in buffers. Second vector can be instance divided.  In attributes 0,1</summary>
        public static GLRenderableItem CreateVector4Vector4(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer buf1, int buf1off, int drawcount, GLBuffer buf2, int buf2off = 0,
                                                            IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var va = items.NewArray();

            buf1.Bind(va, 0, buf1off, 16);                 // binding index 0
            va.Attribute(0, 0, 4, VertexAttribType.Float); // attribute 0

            buf2.Bind(va, 1, buf2off, 16, seconddivisor);  // binding index 1
            va.Attribute(1, 1, 4, VertexAttribType.Float); // attribute 1
            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Ejemplo n.º 19
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        /// <summary> Vector4 and Vector2 in one buffer, with buffer given and positions given. Second vector can be instance divided.  In attributes 0,1</summary>
        public static GLRenderableItem CreateVector4Vector2(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer vb, int pos1, int pos2, int drawcount,
                                                            IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);
            vb.Bind(va, 1, vb.Positions[1], 8, seconddivisor);
            va.Attribute(1, 1, 2, VertexAttribType.Float);
            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }