Ejemplo n.º 1
0
        private void DisableVertexAttribArray(uint index)
        {
            // TODO: GL_INVALID_VALUE is generated if index​ is greater than or equal to GL_MAX_VERTEX_ATTRIBS.
            VertexArrayObject vao = this.currentVertexArrayObject;

            if (vao == null)
            {
                SetLastError(ErrorCode.InvalidOperation); return;
            }
            VertexAttribDesc desc = null;

            if (vao.LocVertexAttribDict.TryGetValue(index, out desc))
            {
                desc.enabled = false;
            }
        }
Ejemplo n.º 2
0
        private void VertexAttribLPointer(uint index, int size, VertexAttribLType type, int stride, IntPtr pointer)
        {
            // TODO: GL_INVALID_VALUE is generated if index​ is greater than or equal to GL_MAX_VERTEX_ATTRIBS.
            if (size != 1 && size != 2 && size != 3 && size != 4)
            {
                SetLastError(ErrorCode.InvalidValue); return;
            }
            if (!Enum.IsDefined(typeof(VertexAttribLType), type))
            {
                SetLastError(ErrorCode.InvalidEnum); return;
            }
            if (stride < 0)
            {
                SetLastError(ErrorCode.InvalidValue); return;
            }
            VertexArrayObject vao = this.currentVertexArrayObject;

            if (vao == null)
            {
                SetLastError(ErrorCode.InvalidOperation); return;
            }
            GLBuffer buffer = this.currentBufferDict[BindBufferTarget.ArrayBuffer];

            // GL_INVALID_OPERATION is generated if zero is bound to the GL_ARRAY_BUFFER buffer object binding point and the pointer​ argument is not NULL.
            // TODO: why only when "pointer​ argument is not NULL"?
            if (buffer == null)
            {
                SetLastError(ErrorCode.InvalidOperation); return;
            }
            VertexAttribDesc desc = null;

            if (!vao.LocVertexAttribDict.TryGetValue(index, out desc))
            {
                desc = new VertexAttribDesc();
                vao.LocVertexAttribDict.Add(index, desc);
            }
            desc.inLocation = index;
            desc.vbo        = buffer;
            desc.dataSize   = size;
            desc.dataType   = (uint)type;
            //desc.normalize = false; // not needed.
            desc.startPos = (uint)pointer.ToInt32();
            desc.stride   = (uint)stride;
        }
Ejemplo n.º 3
0
        private unsafe PassBuffer[] VertexShaderStage(int count, DrawElementsType type, IntPtr indices, VertexArrayObject vao, ShaderProgram program, GLBuffer indexBuffer)
        {
            PassBuffer[] passBuffers = null;
            VertexShader vs          = program.VertexShader; if (vs == null)

            {
                return(passBuffers);
            }

            // init pass-buffers to record output from vertex shader.
            FieldInfo[] outFieldInfos = (from item in vs.outVariableDict select item.Value.fieldInfo).ToArray();
            uint        vertexCount   = GetVertexCount(vao, indexBuffer, type);

            //int vertexSize = GetVertexSize(outFieldInfos);
            passBuffers = new PassBuffer[1 + outFieldInfos.Length];
            void *[] pointers = new void *[1 + outFieldInfos.Length];
            {
                // the first pass-buffer stores gl_Position.
                var passBuffer = new PassBuffer(PassType.Vec4, (int)vertexCount);
                pointers[0]    = (void *)passBuffer.Mapbuffer();
                passBuffers[0] = passBuffer;
            }
            for (int i = 1; i < passBuffers.Length; i++)
            {
                var      outField   = outFieldInfos[i - 1];
                PassType passType   = outField.FieldType.GetPassType();
                var      passBuffer = new PassBuffer(passType, (int)vertexCount);
                pointers[i]    = (void *)passBuffer.Mapbuffer();
                passBuffers[i] = passBuffer;
            }

            // execute vertex shader for each vertex.
            byte[]   indexData       = indexBuffer.Data;
            int      indexLength     = indexData.Length / ByteLength(type);
            GCHandle pin             = GCHandle.Alloc(indexData, GCHandleType.Pinned);
            IntPtr   pointer         = pin.AddrOfPinnedObject();
            var      gl_VertexIDList = new List <uint>();

            for (int indexID = indices.ToInt32() / ByteLength(type), c = 0; c < count && indexID < indexLength; indexID++, c++)
            {
                uint gl_VertexID = GetVertexID(pointer, type, indexID);
                if (gl_VertexIDList.Contains(gl_VertexID))
                {
                    continue;
                }
                else
                {
                    gl_VertexIDList.Add(gl_VertexID);
                }

                var instance = vs.CreateCodeInstance() as VertexCodeBase; // an executable vertex shader.
                instance.gl_VertexID = (int)gl_VertexID;                  // setup gl_VertexID.
                // setup "in SomeType varName;" vertex attributes.
                Dictionary <uint, VertexAttribDesc> locVertexAttribDict = vao.LocVertexAttribDict;
                foreach (InVariable inVar in vs.inVariableDict.Values) // Dictionary<string, InVariable>.Values
                {
                    VertexAttribDesc desc = null;
                    if (locVertexAttribDict.TryGetValue(inVar.location, out desc))
                    {
                        byte[]           dataStore        = desc.vbo.Data;
                        int              byteIndex        = desc.GetDataIndex(gl_VertexID);
                        VertexAttribType vertexAttribType = (VertexAttribType)desc.dataType;
                        object           value            = dataStore.ToStruct(inVar.fieldInfo.FieldType, byteIndex);
                        inVar.fieldInfo.SetValue(instance, value);
                    }
                }
                // setup "uniform SomeType varName;" in vertex shader.
                Dictionary <string, UniformValue> nameUniformDict = program.nameUniformDict;
                foreach (UniformVariable uniformVar in vs.UniformVariableDict.Values)
                {
                    string       name = uniformVar.fieldInfo.Name;
                    UniformValue obj  = null;
                    if (nameUniformDict.TryGetValue(name, out obj))
                    {
                        if (obj.value != null)
                        {
                            uniformVar.fieldInfo.SetValue(instance, obj.value);
                        }
                    }
                }

                instance.main(); // execute vertex shader code.

                // copy data to pass-buffer.
                {
                    PassBuffer passBuffer = passBuffers[0];
                    var        array      = (vec4 *)pointers[0];
                    array[gl_VertexID] = instance.gl_Position;
                }
                for (int i = 1; i < passBuffers.Length; i++)
                {
                    var outField = outFieldInfos[i - 1];
                    var obj      = outField.GetValue(instance);
                    switch (outField.FieldType.GetPassType())
                    {
                    case PassType.Float: { var array = (float *)pointers[i]; array[gl_VertexID] = (float)obj; } break;

                    case PassType.Vec2: { var array = (vec2 *)pointers[i]; array[gl_VertexID] = (vec2)obj; } break;

                    case PassType.Vec3: { var array = (vec3 *)pointers[i]; array[gl_VertexID] = (vec3)obj; } break;

                    case PassType.Vec4: { var array = (vec4 *)pointers[i]; array[gl_VertexID] = (vec4)obj; } break;

                    case PassType.Mat2: { var array = (mat2 *)pointers[i]; array[gl_VertexID] = (mat2)obj; } break;

                    case PassType.Mat3: { var array = (mat3 *)pointers[i]; array[gl_VertexID] = (mat3)obj; } break;

                    case PassType.Mat4: { var array = (mat4 *)pointers[i]; array[gl_VertexID] = (mat4)obj; } break;

                    default:
                        throw new NotImplementedException();
                    }
                    // a general way to do this:
                    //var obj = outField.GetValue(instance);
                    //byte[] bytes = obj.ToBytes();
                    //PassBuffer passBuffer = passBuffers[i];
                    //var array = (byte*)passBuffer.AddrOfPinnedObject();
                    //for (int t = 0; t < bytes.Length; t++)
                    //{
                    //    array[gl_VertexID * vertexSize + t] = bytes[t];
                    //}
                }
            }
            pin.Free();

            for (int i = 0; i < passBuffers.Length; i++)
            {
                passBuffers[i].Unmapbuffer();
            }

            return(passBuffers);
        }