public override void Create() { VAO = new("Cubemap VAO"); VBO = new("Cubemap VBO"); VAO.Bind(); VBO.Bind(BufferTarget.ArrayBuffer); VBO.Data(skyboxVertices, BufferUsageHint.DynamicDraw); var VS = File.ReadAllText("EngineResources/Shaders/Cubemap/cubemap.vert"); var FS = File.ReadAllText("EngineResources/Shaders/Cubemap/cubemap.frag"); var VP = new GLShader(VS, GLShaderType.Vertex); var FP = new GLShader(FS, GLShaderType.Fragment); CubemapShader = new GLShaderProgram() .Label("Cubemap Shader") .Attach(VP) .Attach(FP) .Link(); GL.EnableVertexAttribArray(0); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0); GL.BindVertexArray(0); }
void IRenderable.EnqueueDrawCalls(GLDrawCallBatch drawCallbatch) { if (_vertexArrayObjects == null) { _vertexArrayObjects = Model.GLMeshes.Select(glMesh => { var vao = new GLVertexArrayObject(glMesh, Material.Program); vao.GpuAllocateDeferred(); return(vao); }).ToArray(); } for (var i = 0; i < Model.GLMeshes.Length; i++) { var glMesh = Model.GLMeshes[i]; drawCallbatch.AddDrawCall(new GLDrawCall( Material.Program, Material.GenerateTexturebinds(), _vertexArrayObjects[i], Material.GenerateUniformBinds(Transform.GetWorldMatrix()), () => GL.DrawElements(PrimitiveType.Triangles, glMesh.IndexBuffer.BufferCount, DrawElementsType.UnsignedInt, IntPtr.Zero))); } }
private unsafe void SetUp() { VAO = new("Mesh VAO"); VBO = new("Mesh VBO"); EBO = new("Mesh EBO"); VAO.Bind(); VBO.Bind(BufferTarget.ArrayBuffer); // Buffer the vertex data into the VBO. var verarr = CollectionsMarshal.AsSpan(Vertices); GL.BufferData(BufferTarget.ArrayBuffer, verarr.Length * sizeof(Vertex), ref verarr[0], BufferUsageHint.StaticDraw); EBO.Bind(BufferTarget.ElementArrayBuffer); // Buffer the element array into the EBO. var indarr = CollectionsMarshal.AsSpan(Indices); GL.BufferData(BufferTarget.ElementArrayBuffer, indarr.Length * sizeof(uint), ref indarr[0], BufferUsageHint.StaticDraw); SetupPointers(); GL.BindVertexArray(0); }
private void Render_CreateContext(object sender, GlControlEventArgs e) { //code executed when render context is created //get a reference to the object that contains our opengl crap Control senderControl = (Control)sender; //set the size of our OpenGL rendering area. we're startign in the very corner and //getting the height and the width of the blank canvas control in our form Gl.Viewport(0, 0, senderControl.Size.Width, senderControl.Size.Height); Gl.Enable(EnableCap.DepthTest); //create the shader, this compiles it and all that good stuff shaderProgram = new ShaderProgram(_VertexShader, _FragmentShader); vao = new GLVertexArrayObject(shaderProgram, _PositionData, _ColorData); }
public void EnqueueDrawCalls(GLDrawCallBatch drawCallbatch) { if (_vertexArrayObject == null) { _vertexArrayObject = new GLVertexArrayObject(_glMesh, _textMaterial.Program); _vertexArrayObject.GpuAllocateDeferred(); } drawCallbatch.AddDrawCall(new GLDrawCall( _textMaterial.Program, _textMaterial.GenerateTexturebinds(), _vertexArrayObject, _textMaterial.GenerateUniformBinds(Transform.GetWorldMatrix()), () => GL.DrawElements(PrimitiveType.Triangles, _glMesh.IndexBuffer.BufferCount, DrawElementsType.UnsignedInt, IntPtr.Zero))); }
public void EnqueueDrawCalls(GLDrawCallBatch drawCallbatch) { using (var graphics = Graphics.FromImage(_glTexture.Bitmap)) { graphics.Clear(Color.Transparent); graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit; Draw(graphics); } if (_vertexArrayObject == null) { _vertexArrayObject = new GLVertexArrayObject(_glMesh, _guiShader); _vertexArrayObject.GpuAllocateDeferred(); } drawCallbatch.AddDrawCall(new GLDrawCall(_guiShader, new[] { new GLDrawCall.GLTextureBind(_glTexture, TextureTarget.Texture2D, TextureUnit.Texture0) }, _vertexArrayObject, new GLDrawCall.UniformBind[0], () => GL.DrawElements(PrimitiveType.Triangles, _glMesh.IndexBuffer.BufferCount, DrawElementsType.UnsignedInt, IntPtr.Zero))); }