/// <summary>
        /// Set a buffer object which specify the element arrays.
        /// </summary>
        /// <param name="mode">
        /// A <see cref="Primitive"/> that specify how arrays elements are interpreted.
        /// </param>
        /// <param name="bufferObject">
        /// A <see cref="ElementBufferObject"/> that specify a sequence of indices that defines the
        /// array element sequence.
        /// </param>
        public void SetElementArray(PrimitiveType mode, ElementBufferObject bufferObject)
        {
            if (bufferObject == null)
            {
                throw new ArgumentNullException("bufferObject");
            }

            // Store element array
            _Elements.Add(new IndexedElement(this, mode, bufferObject));
        }
            /// <summary>
            /// Specify which elements shall be drawn by indexing them, specifying an offset and the number of element indices.
            /// </summary>
            /// <param name="vao">
            /// The <see cref="VertexArrayObject"/> to which this element belongs to.
            /// </param>
            /// <param name="mode">
            /// A <see cref="PrimitiveType"/> that indicates how array elements are interpreted.
            /// </param>
            /// <param name="indices">
            /// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices.
            /// </param>
            /// <param name="offset">
            /// A <see cref="UInt32"/> that specify the offset applied to the drawn elements indices.
            /// </param>
            /// <param name="count">
            /// A <see cref="UInt32"/> that specify the number of element indices drawn.
            /// </param>
            /// <exception cref="ArgumentNullException">
            /// Exception thrown if <paramref name="indices"/> is null.
            /// </exception>
            public IndexedElement(VertexArrayObject vao, PrimitiveType mode, ElementBufferObject indices, uint offset, uint count) :
                base(vao, mode, offset, count)
            {
                if (indices == null)
                {
                    throw new ArgumentNullException("indices");
                }

                ArrayIndices = indices;
                ArrayIndices.IncRef();
            }
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        public void SetPatchArray(uint patchCount, ElementBufferObject bufferObject, uint offset, uint count)
        {
            if (patchCount < 3)
            {
                throw new ArgumentException("invalid", "patchCount");
            }
            if (_PatchElement != null)
            {
                throw new InvalidOperationException("only one patch element is supported");
            }

            _PatchElement = new PatchAttributeElement(patchCount, bufferObject, offset, count);
        }
        /// <summary>
        /// Set a buffer object which specify the element arrays.
        /// </summary>
        /// <param name="mode">
        /// A <see cref="PrimitiveType"/> that specify how arrays elements are interpreted.
        /// </param>
        /// <param name="bufferObject">
        /// A <see cref="ElementBufferObject"/> that specify a sequence of indices that defines the
        /// array element sequence.
        /// </param>
        /// <param name="offset">
        /// A <see cref="UInt32"/> that specify the offset applied to the drawn elements indices.
        /// </param>
        /// <param name="count">
        /// A <see cref="UInt32"/> that specify the number of element indices drawn.
        /// </param>
        public void SetElementArray(PrimitiveType mode, ElementBufferObject bufferObject, uint offset, uint count)
        {
            if (bufferObject == null)
            {
                throw new ArgumentNullException("bufferObject");
            }
            if (bufferObject.RestartIndexEnabled && (count != 0))
            {
                throw new ArgumentException("invalid count", "count");
            }

            // Store element array
            _Elements.Add(new IndexedElement(this, mode, bufferObject, offset, count));
        }
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        /// <summary>
        /// Copy from an ArrayBufferObject with an indirection defined by an index (polygon tessellation).
        /// </summary>
        /// <param name="buffer"></param>
        /// <param name="indices"></param>
        /// <param name="count"></param>
        /// <param name="offset"></param>
        /// <param name="stride"></param>
        public void Copy(ArrayBufferObject buffer, ElementBufferObject indices, uint count, uint offset, uint stride)
        {
            uint[] indicesArray;

            switch (indices.ElementsType)
            {
            case DrawElementsType.UnsignedByte:
                indicesArray = Array.ConvertAll <byte, uint>((byte[])indices.ToArray(), delegate(byte item) { return((uint)item); });
                break;

            case DrawElementsType.UnsignedShort:
                indicesArray = Array.ConvertAll <ushort, uint>((ushort[])indices.ToArray(), delegate(ushort item) { return((uint)item); });
                break;

            case DrawElementsType.UnsignedInt:
                indicesArray = (uint[])indices.ToArray();
                break;

            default:
                throw new InvalidOperationException(String.Format("element type {0} not supportted", indices.ElementsType));
            }

            Copy(buffer, indicesArray, count, offset, stride);
        }
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			/// <summary>
			/// Specify which elements shall be drawn by indexing them, specifying an offset and the number of elements.
			/// </summary>
			/// <param name="patchCount">
			/// A <see cref="UInt32"/> that specify how many vertices has a single patch.
			/// </param>
			/// <param name="indices">
			/// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices. If it null, no indices are
			/// used for drawing; instead, <paramref name="count"/> contiguos array elements are drawns, starting from
			/// <paramref name="offset"/>. If it is not null, <paramref name="count"/> indices are drawn starting from
			/// <paramref name="offset"/>.
			/// </param>
			/// <param name="offset">
			/// A <see cref="UInt32"/> that specify the offset applied to the drawn array elements.
			/// </param>
			/// <param name="count">
			/// A <see cref="UInt32"/> that specify the number of array elements drawn.
			/// </param>
			public PatchAttributeElement(uint patchCount, ElementBufferObject indices, uint offset, uint count)
				: base(PrimitiveType.Patches, indices, offset, count)
			{
				PatchCount = patchCount;
			}
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			/// <summary>
			/// Specify which elements shall be drawn by indexing them.
			/// </summary>
			/// <param name="patchCount">
			/// A <see cref="UInt32"/> that specify how many vertices has a single patch.
			/// </param>
			/// <param name="indices">
			/// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices. If it null, no indices are
			/// used for drawing; instead, all array elements are drawns, starting from the first one. If it is not null, all
			/// indices are drawn starting from the first one.
			/// </param>
			public PatchAttributeElement(uint patchCount, ElementBufferObject indices) : this(patchCount, indices, 0, 0) { }
Ejemplo n.º 8
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		public void SetPatchArray(uint patchCount, ElementBufferObject bufferObject, uint offset, uint count)
		{
			if (patchCount < 3)
				throw new ArgumentException("invalid", "patchCount");
			if (_PatchElement != null)
				throw new InvalidOperationException("only one patch element is supported");

			_PatchElement = new PatchAttributeElement(patchCount, bufferObject, offset, count);
		}
		/// <summary>
		/// Set a buffer object which specify the element arrays.
		/// </summary>
		/// <param name="mode">
		/// A <see cref="PrimitiveType"/> that specify how arrays elements are interpreted.
		/// </param>
		/// <param name="bufferObject">
		/// A <see cref="ElementBufferObject"/> that specify a sequence of indices that defines the
		/// array element sequence.
		/// </param>
		/// <param name="offset">
		/// A <see cref="UInt32"/> that specify the offset applied to the drawn elements indices.
		/// </param>
		/// <param name="count">
		/// A <see cref="UInt32"/> that specify the number of element indices drawn.
		/// </param>
		public void SetElementArray(PrimitiveType mode, ElementBufferObject bufferObject, uint offset, uint count)
		{
			if (bufferObject == null)
				throw new ArgumentNullException("bufferObject");
			if (bufferObject.RestartIndexEnabled && (count != 0))
				throw new ArgumentException("invalid count", "count");

			// Store element array
			_Elements.Add(new IndexedElement(this, mode, bufferObject, offset, count));
		}
		/// <summary>
		/// Set a buffer object which specify the element arrays.
		/// </summary>
		/// <param name="mode">
		/// A <see cref="Primitive"/> that specify how arrays elements are interpreted.
		/// </param>
		/// <param name="bufferObject">
		/// A <see cref="ElementBufferObject"/> that specify a sequence of indices that defines the
		/// array element sequence.
		/// </param>
		public void SetElementArray(PrimitiveType mode, ElementBufferObject bufferObject)
		{
			if (bufferObject == null)
				throw new ArgumentNullException("bufferObject");

			// Store element array
			_Elements.Add(new IndexedElement(this, mode, bufferObject));
		}
			/// <summary>
			/// Specify which elements shall be drawn by indexing them, specifying an offset and the number of element indices.
			/// </summary>
			/// <param name="mode">
			/// A <see cref="PrimitiveType"/> that indicates how array elements are interpreted.
			/// </param>
			/// <param name="indices">
			/// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices.
			/// </param>
			/// <exception cref="ArgumentNullException">
			/// Exception thrown if <paramref name="indices"/> is null.
			/// </exception>
			/// <remarks>
			/// The element indices count is implictly defined by <paramref name="indices"/> at <see cref="Draw(GraphicsContext)"/>
			/// execution time.
			/// </remarks>
			public IndexedElement(VertexArrayObject vao, PrimitiveType mode, ElementBufferObject indices) :
				this(vao, mode, indices, 0, 0)
			{

			}
			/// <summary>
			/// Specify which elements shall be drawn by indexing them, specifying an offset and the number of element indices.
			/// </summary>
			/// <param name="vao">
			/// The <see cref="VertexArrayObject"/> to which this element belongs to.
			/// </param>
			/// <param name="mode">
			/// A <see cref="PrimitiveType"/> that indicates how array elements are interpreted.
			/// </param>
			/// <param name="indices">
			/// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices.
			/// </param>
			/// <param name="offset">
			/// A <see cref="UInt32"/> that specify the offset applied to the drawn elements indices.
			/// </param>
			/// <param name="count">
			/// A <see cref="UInt32"/> that specify the number of element indices drawn.
			/// </param>
			/// <exception cref="ArgumentNullException">
			/// Exception thrown if <paramref name="indices"/> is null.
			/// </exception>
			public IndexedElement(VertexArrayObject vao, PrimitiveType mode, ElementBufferObject indices, uint offset, uint count) :
				base(vao, mode, offset, count)
			{
				if (indices == null)
					throw new ArgumentNullException("indices");

				ArrayIndices = indices;
				ArrayIndices.IncRef();
			}
 /// <summary>
 /// Specify which elements shall be drawn by indexing them, specifying an offset and the number of element indices.
 /// </summary>
 /// <param name="mode">
 /// A <see cref="PrimitiveType"/> that indicates how array elements are interpreted.
 /// </param>
 /// <param name="indices">
 /// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices.
 /// </param>
 /// <exception cref="ArgumentNullException">
 /// Exception thrown if <paramref name="indices"/> is null.
 /// </exception>
 /// <remarks>
 /// The element indices count is implictly defined by <paramref name="indices"/> at <see cref="Draw(GraphicsContext)"/>
 /// execution time.
 /// </remarks>
 public IndexedElement(VertexArrayObject vao, PrimitiveType mode, ElementBufferObject indices) :
     this(vao, mode, indices, 0, 0)
 {
 }
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 /// <summary>
 /// Copy from an ArrayBufferObject with an indirection defined by an index (polygon tessellation).
 /// </summary>
 /// <param name="buffer"></param>
 /// <param name="indices"></param>
 /// <param name="count"></param>
 public void Copy(ArrayBufferObject buffer, ElementBufferObject indices, uint count)
 {
     Copy(buffer, indices, count, 0, 1);
 }
Ejemplo n.º 15
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 /// <summary>
 /// Specify which elements shall be drawn by indexing them, specifying an offset and the number of elements.
 /// </summary>
 /// <param name="patchCount">
 /// A <see cref="UInt32"/> that specify how many vertices has a single patch.
 /// </param>
 /// <param name="indices">
 /// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices. If it null, no indices are
 /// used for drawing; instead, <paramref name="count"/> contiguos array elements are drawns, starting from
 /// <paramref name="offset"/>. If it is not null, <paramref name="count"/> indices are drawn starting from
 /// <paramref name="offset"/>.
 /// </param>
 /// <param name="offset">
 /// A <see cref="UInt32"/> that specify the offset applied to the drawn array elements.
 /// </param>
 /// <param name="count">
 /// A <see cref="UInt32"/> that specify the number of array elements drawn.
 /// </param>
 public PatchAttributeElement(uint patchCount, ElementBufferObject indices, uint offset, uint count)
     : base(PrimitiveType.Patches, indices, offset, count)
 {
     PatchCount = patchCount;
 }
Ejemplo n.º 16
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 /// <summary>
 /// Specify which elements shall be drawn by indexing them.
 /// </summary>
 /// <param name="patchCount">
 /// A <see cref="UInt32"/> that specify how many vertices has a single patch.
 /// </param>
 /// <param name="indices">
 /// A <see cref="ElementBufferObject"/> containing the indices of the drawn vertices. If it null, no indices are
 /// used for drawing; instead, all array elements are drawns, starting from the first one. If it is not null, all
 /// indices are drawn starting from the first one.
 /// </param>
 public PatchAttributeElement(uint patchCount, ElementBufferObject indices) : this(patchCount, indices, 0, 0)
 {
 }