Example #1
0
        public void Draw(Matrix4 fov, Matrix4 cameraView)
        {
            //Logging.Debug("Entering background draw.");
            if (!HasBackground)
            {
                return;
            }
            //Logging.Debug("We have a background.");
            _backgroundProgram.Use();
            //Logging.Debug("Set background program.");
            GL.ActiveTexture(TextureUnit.Texture0);
            //Logging.Debug("Set active texture.");
            GlUtility.BindTexture(_backgroundTexture);

            //Logging.Debug("Bound background texture.");

            _backgroundProgram["projection_matrix"].SetValue(fov);
            _backgroundProgram["view_matrix"].SetValue(cameraView);

            //Logging.Debug("Bound background uniforms.");

            GlUtility.BindBuffer(_points);

            //Logging.Debug("Bound background points.");

            //vertexPosition
            GL.VertexAttribPointer(ShaderProgram.VertexPosition, 3, _points.PointerType, false, 5 * Marshal.SizeOf(typeof(float)), IntPtr.Zero);
            GL.EnableVertexAttribArray(ShaderProgram.VertexPosition);

            //Logging.Debug("Bound background positions to array.");

            GL.DisableVertexAttribArray(ShaderProgram.VertexColor);

            //Logging.Debug("Disabled VertexColor array.");

            GL.DisableVertexAttribArray(ShaderProgram.VertexSize);

            //textureCoords
            GL.VertexAttribPointer(ShaderProgram.TextureCoords, 2, _points.PointerType, false, 5 * Marshal.SizeOf(typeof(float)), Vector3.SizeInBytes);
            GL.EnableVertexAttribArray(ShaderProgram.TextureCoords);

            //Logging.Debug("Bound background texture coords to array.");

            GlUtility.BindBuffer(_backgroundElements);
            GL.DrawElements(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, IntPtr.Zero);

            //Logging.Debug("Exit background draw.");
        }
Example #2
0
        public void Draw(ShaderProgram program)
        {
            //Logging.Debug("Entering Draw.");
            if (_points.Count == 0)
            {
                //Logging.Debug("Exiting Draw.");
                return;
            }

            //program["pointSize"].SetValue((float)PixelSize);
            VBO <float> points = new VBO <float>(_points.ToArray());

            //Logging.Debug("Created VBO.");

            GlUtility.BindBuffer(points);

            //Logging.Debug("Buffer Bound.");
            GL.VertexAttribPointer(ShaderProgram.VertexPosition, 3, VertexAttribPointerType.Float, false, EightFloatDataSize, IntPtr.Zero);
            GL.EnableVertexAttribArray(ShaderProgram.VertexPosition);

            //Logging.Debug("Point pointer set.");

            GL.VertexAttribPointer(ShaderProgram.VertexColor, 4, VertexAttribPointerType.Float, false, EightFloatDataSize, Vector3.SizeInBytes);
            GL.EnableVertexAttribArray(ShaderProgram.VertexColor);

            GL.VertexAttribPointer(ShaderProgram.VertexSize, 1, VertexAttribPointerType.Float, false, EightFloatDataSize, Vector3.SizeInBytes + Vector4.SizeInBytes);
            GL.EnableVertexAttribArray(ShaderProgram.VertexSize);

            GL.DisableVertexAttribArray(ShaderProgram.TextureCoords);

            //Logging.Debug("Color pointer set.");

            //Logging.Debug("Beginning draw.");

            // draw the points
            GL.DrawArrays(PrimitiveType.Points, 0, points.Count / 8);

            //Logging.Debug("Draw completed for shape.");
            points.Dispose();

            //Logging.Debug("VBO Disposed.");
            //Logging.Debug("Exiting Draw.");
        }