private unsafe void InitVertexBuffers() { { VR02PositionBuffer positionBuffer = new VR02PositionBuffer(strin_Position); positionBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3 *array = (vec3 *)positionBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount - 0.5f, (float)j / (float)yFrameCount - 0.5f, ((float)k / (float)zFrameCount - 0.5f) * 109.0f / 256.0f ); } } } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR02UVBuffer uvBuffer = new VR02UVBuffer(strin_uv); uvBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3 *array = (vec3 *)uvBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount, (float)j / (float)yFrameCount, (float)k / (float)zFrameCount ); } } } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Points, 0, xFrameCount * yFrameCount * zFrameCount); indexBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer() as IndexBufferPointerBase; indexBuffer.Dispose(); } this.vao = new VertexArrayObject( this.indexBufferRenderer, this.positionBufferRenderer, this.uvBufferRenderer); }
private unsafe void InitVertexBuffers() { { VR01PositionBuffer positionBuffer = new VR01PositionBuffer(strin_Position); positionBuffer.Alloc(zFrameCount); QuadPosition *array = (QuadPosition *)positionBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadPosition( new vec3(-xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(-xLength, yLength, (float)i / (float)zFrameCount - 0.5f) ); } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR01UVBuffer uvBuffer = new VR01UVBuffer(strin_uv); uvBuffer.Alloc(zFrameCount); QuadUV *array = (QuadUV *)uvBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadUV( new vec3(0, 0, (float)i / (float)zFrameCount), new vec3(1, 0, (float)i / (float)zFrameCount), new vec3(1, 1, (float)i / (float)zFrameCount), new vec3(0, 1, (float)i / (float)zFrameCount) ); } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Quads, 0, zFrameCount * 4); indexBuffer.Alloc(zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer() as IndexBufferPointerBase; indexBuffer.Dispose(); } this.vao = new VertexArrayObject( this.indexBufferRenderer, this.positionBufferRenderer, this.uvBufferRenderer); }
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="lastVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal override uint[] Search(PickingEventArgs arg, uint lastVertexId, ZeroIndexPicker picker) { var zeroIndexBuffer = picker.Node.PickingRenderUnit.VertexArrayObject.IndexBuffer as ZeroIndexBuffer; // when the temp index buffer could be long, it's no longer needed. // what a great OpenGL API design! ZeroIndexBuffer indexBuffer = ZeroIndexBuffer.Create(DrawMode.LineLoop, zeroIndexBuffer.FirstVertex, zeroIndexBuffer.RenderingVertexCount, zeroIndexBuffer.InstanceCount); picker.Node.Render4InnerPicking(arg, indexBuffer); uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y); indexBuffer.Dispose(); if (id == zeroIndexBuffer.FirstVertex) { return(new uint[] { (uint)(zeroIndexBuffer.FirstVertex + zeroIndexBuffer.RenderingVertexCount - 1), id, }); } else { return(new uint[] { id - 1, id, }); } }
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="x">mouse position(Left Down is (0, 0)).</param> /// <param name="y">mouse position(Left Down is (0, 0)).</param> /// <param name="lastVertexId"></param> /// <param name="modernRenderer"></param> /// <returns></returns> internal override uint[] Search(RenderEventArgs arg, int x, int y, uint lastVertexId, ZeroIndexRenderer modernRenderer) { ZeroIndexBuffer zeroIndexBuffer = modernRenderer.IndexBuffer; // when the temp index buffer could be long, it's no longer needed. // what a great OpenGL API design! ZeroIndexBuffer indexBuffer = ZeroIndexBuffer.Create(DrawMode.LineLoop, zeroIndexBuffer.FirstVertex, zeroIndexBuffer.RenderingVertexCount, zeroIndexBuffer.PrimCount); modernRenderer.Render4InnerPicking(arg, indexBuffer); uint id = ColorCodedPicking.ReadStageVertexId(x, y); indexBuffer.Dispose(); if (id == zeroIndexBuffer.FirstVertex) { return(new uint[] { (uint)(zeroIndexBuffer.FirstVertex + zeroIndexBuffer.RenderingVertexCount - 1), id, }); } else { return(new uint[] { id - 1, id, }); } }
private unsafe void InitVertexBuffers() { { VR02PositionBuffer positionBuffer = new VR02PositionBuffer(strin_Position); positionBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3* array = (vec3*)positionBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount - 0.5f, (float)j / (float)yFrameCount - 0.5f, ((float)k / (float)zFrameCount - 0.5f) * 109.0f / 256.0f ); } } } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR02UVBuffer uvBuffer = new VR02UVBuffer(strin_uv); uvBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount); vec3* array = (vec3*)uvBuffer.FirstElement(); int index = 0; for (int i = 0; i < xFrameCount; i++) { for (int j = 0; j < yFrameCount; j++) { for (int k = 0; k < zFrameCount; k++) { array[index++] = new vec3( (float)i / (float)xFrameCount, (float)j / (float)yFrameCount, (float)k / (float)zFrameCount ); } } } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Points, 0, xFrameCount * yFrameCount * zFrameCount); indexBuffer.Alloc(xFrameCount * yFrameCount * zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer() as ZeroIndexBufferRenderer; indexBuffer.Dispose(); } this.vao = new VertexArrayObject(this.positionBufferRenderer, this.uvBufferRenderer, this.indexBufferRenderer); }
private unsafe void InitVertexBuffers() { { VR01PositionBuffer positionBuffer = new VR01PositionBuffer(strin_Position); positionBuffer.Alloc(zFrameCount); QuadPosition* array = (QuadPosition*)positionBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadPosition( new vec3(-xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, -yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(xLength, yLength, (float)i / (float)zFrameCount - 0.5f), new vec3(-xLength, yLength, (float)i / (float)zFrameCount - 0.5f) ); } this.positionBufferRenderer = positionBuffer.GetRenderer(); positionBuffer.Dispose(); } { VR01UVBuffer uvBuffer = new VR01UVBuffer(strin_uv); uvBuffer.Alloc(zFrameCount); QuadUV* array = (QuadUV*)uvBuffer.FirstElement(); for (int i = 0; i < zFrameCount; i++) { array[i] = new QuadUV( new vec3(0, 0, (float)i / (float)zFrameCount), new vec3(1, 0, (float)i / (float)zFrameCount), new vec3(1, 1, (float)i / (float)zFrameCount), new vec3(0, 1, (float)i / (float)zFrameCount) ); } this.uvBufferRenderer = uvBuffer.GetRenderer(); uvBuffer.Dispose(); } { var indexBuffer = new ZeroIndexBuffer(DrawMode.Quads, 0, zFrameCount * 4); indexBuffer.Alloc(zFrameCount);// this actually does nothing. this.indexBufferRenderer = indexBuffer.GetRenderer(); indexBuffer.Dispose(); } this.vao = new VertexArrayObject(this.positionBufferRenderer, this.uvBufferRenderer, this.indexBufferRenderer); }