/// <summary> Render setup for primitive Points from a previous RS, with optional control over various parameters of the primitive </summary>
 static public GLRenderState Points(GLRenderState prev, float pointsize = 1, bool smooth = true)
 {
     return(new GLRenderState(prev)
     {
         PointSize = pointsize, PointSprite = false, PointSmooth = smooth
     });
 }
 /// <summary> Render setup for primitive Patches from a previous RS, with optional control over various parameters of the primitive </summary>
 static public GLRenderState Patches(GLRenderState prev, int patchsize = 4, FrontFaceDirection frontface = FrontFaceDirection.Ccw, bool cullface = true, PolygonMode polygonmode = PolygonMode.Fill)
 {
     return(new GLRenderState(prev)
     {
         PatchSize = patchsize, FrontFace = frontface, CullFace = cullface, PolygonModeFrontAndBack = polygonmode
     });
 }
 /// <summary> Render setup for primitive Point sprites from a previous RS, with optional control over various parameters of the primitive </summary>
 static public GLRenderState PointSprites(GLRenderState prev)
 {
     return(new GLRenderState(prev)
     {
         PointSize = 0, PointSprite = true
     });
 }
 /// <summary> Render setup for primitive Lines from a previous RS, with optional control over various parameters of the primitive </summary>
 static public GLRenderState Lines(GLRenderState prev, float linewidth = 1, bool smooth = true)        // vertex 0/1 line, 2/3 line
 {
     return(new GLRenderState(prev)
     {
         LineWidth = linewidth, LineSmooth = smooth
     });
 }
Example #5
0
        ///<summary> Execute a RenderableItem.
        /// Use to execute outside of the normal RenderableItemList system. For a compute shader for instance.  Or for a finder.
        /// appliedstate if not null overrides this.RenderState and uses that instead </summary>
        public void Execute(IGLProgramShader shader, GLRenderState glstate, GLMatrixCalc c = null, GLRenderState appliedstate = null, bool noshaderstart = false)
        {
            System.Diagnostics.Debug.Assert(glstate != null && shader != null);
            if (shader.Enable)
            {
                if (!noshaderstart)
                {
                    shader.Start(c);
                }

                GLRenderState curstate = RenderState;
                if (appliedstate != null)
                {
                    RenderState = appliedstate;
                }

                Bind(glstate, shader, c);

                Render();

                if (!noshaderstart)
                {
                    shader.Finish();
                }

                RenderState = curstate;
            }
        }
 /// <summary> Render setup for primitive Triangles from a previous RS and with primitive restart, with optional control over various parameters of the primitive </summary>
 static public GLRenderState Tri(GLRenderState prev, uint primitiverestart, FrontFaceDirection frontface = FrontFaceDirection.Ccw, bool cullface = true,
                                 PolygonMode polygonmode = PolygonMode.Fill, bool polysmooth = false)
 {
     return(new GLRenderState(prev)
     {
         PrimitiveRestart = primitiverestart, FrontFace = frontface, CullFace = cullface, PolygonModeFrontAndBack = polygonmode, PolygonSmooth = polysmooth
     });
 }
 /// <summary> Render setup for primitive Trianges from a previous RS with primitive restart, with optional control over various parameters of the primitive </summary>
 static public GLRenderState Tri(GLRenderState prev, DrawElementsType primitiverestarttype, FrontFaceDirection frontface = FrontFaceDirection.Ccw, bool cullface = true,
                                 PolygonMode polygonmode = PolygonMode.Fill, bool polysmooth = false)
 {
     return(new GLRenderState(prev)
     {
         PrimitiveRestart = GL4Statics.DrawElementsRestartValue(primitiverestarttype), FrontFace = frontface, CullFace = cullface, PolygonModeFrontAndBack = polygonmode, PolygonSmooth = polysmooth
     });
 }
 /// <summary> Render setup for primitive Quads from a previous RS, with optional control over various parameters of the primitive </summary>
 static public GLRenderState Quads(GLRenderState prev, FrontFaceDirection frontface = FrontFaceDirection.Ccw, bool cullface = true,
                                   PolygonMode polygonmode = PolygonMode.Fill, bool polysmooth = false)
 {
     return(new GLRenderState(prev)
     {
         FrontFace = frontface, CullFace = cullface, PolygonModeFrontAndBack = polygonmode, PolygonSmooth = polysmooth
     });
 }
Example #9
0
 /// <summary>Create a renderable item.  </summary>
 /// <param name="pt">The primitive type to render</param>
 /// <param name="rc">The render state to enforce for this draw</param>
 /// <param name="drawcount">Number of draws</param>
 /// <param name="va">Vertex array to bind</param>
 /// <param name="id">Render data to bind at the draw</param>
 /// <param name="ic">Instance count</param>
 public GLRenderableItem(PrimitiveType pt, GLRenderState rc, int drawcount, IGLVertexArray va, IGLRenderItemData id = null, int ic = 1)
 {
     PrimitiveType = pt;
     RenderState   = rc;
     DrawCount     = drawcount;
     VertexArray   = va;
     RenderData    = id;
     InstanceCount = ic;
 }
Example #10
0
 /// <summary> Called before Render (normally by RenderList::Render) to set up data for the render.
 /// currentstate may be null, meaning, don't apply
 /// RenderState may be null, meaning don't change</summary>
 public void Bind(GLRenderState currentstate, IGLProgramShader shader, GLMatrixCalc matrixcalc)
 {
     if (currentstate != null && RenderState != null)    // if either null, it means the last render state applied is the same as our render state, so no need to apply
     {
         currentstate.ApplyState(RenderState);           // else go to this state
     }
     VertexArray?.Bind();                                // give the VA a chance to bind to GL
     RenderData?.Bind(this, shader, matrixcalc);         // optional render data supplied by the user to bind
     ElementBuffer?.BindElement();                       // if we have an element buffer, give it a chance to bind
     IndirectBuffer?.BindIndirect();                     // if we have an indirect buffer, give it a chance to bind
     ParameterBuffer?.BindParameter();                   // if we have a parameter buffer, give it a chance to bind
 }
 /// <summary> Copy constructor </summary>
 public GLRenderState(GLRenderState prev)      // copy previous fixed settings
 {
     PrimitiveRestart   = prev.PrimitiveRestart;
     ClipDistanceEnable = prev.ClipDistanceEnable;
     DepthTest          = prev.DepthTest;
     DepthFunctionMode  = prev.DepthFunctionMode;
     WriteDepthBuffer   = prev.WriteDepthBuffer;
     DepthClamp         = prev.DepthClamp;
     BlendEnable        = prev.BlendEnable;
     BlendSourceRGB     = prev.BlendSourceRGB;
     BlendDestRGB       = prev.BlendDestRGB;
     BlendSourceA       = prev.BlendSourceA;
     BlendDestA         = prev.BlendDestA;
     BlendEquationRGB   = prev.BlendEquationRGB;
     BlendEquationA     = prev.BlendEquationA;
     Discard            = prev.Discard;
     ColorMasking       = prev.ColorMasking;
 }
        /// <summary> Called by WinFormControl, this sets up the initial render state </summary>
        static public GLRenderState Start()
        {
            var startstate = new GLRenderState()        // Set the default state we want to be in at start (some state defaults are at bottom)
            {
                FrontFace = FrontFaceDirection.Ccw,
                CullFace  = true,
                PolygonModeFrontAndBack = PolygonMode.Fill,
                PatchSize     = 1,
                PointSize     = 1,
                PointSprite   = false,
                PointSmooth   = true,
                PolygonSmooth = false,
                LineWidth     = 1,
                LineSmooth    = true,
            };

            var curstate = new GLRenderState()        // set to be purposely not default constructor state and the above state
            {                                         // to make all get set.
                PrimitiveRestart   = 1,
                ClipDistanceEnable = 1,
                DepthTest          = false,
                DepthFunctionMode  = DepthFunction.Never,
                WriteDepthBuffer   = false,
                DepthClamp         = true,
                BlendEnable        = false,
                BlendSourceRGB     = BlendingFactorSrc.ConstantAlpha,
                BlendSourceA       = BlendingFactorSrc.ConstantAlpha,
                BlendDestRGB       = BlendingFactorDest.ConstantAlpha,
                BlendDestA         = BlendingFactorDest.ConstantAlpha,
                BlendEquationA     = BlendEquationMode.Min,
                BlendEquationRGB   = BlendEquationMode.Min,
                ColorMasking       = 0,
                Discard            = true,
            };

            curstate.ApplyState(startstate);        // from curstate, apply state

            return(startstate);
        }
Example #13
0
        /// <summary> Vector4 and Vector2. Second vector can be instance divided.  In attributes 0,1</summary>
        public static GLRenderableItem CreateVector4Vector2(GLItemsList items, PrimitiveType prim, GLRenderState pt, Vector4[] vectors, Vector2[] coords,
                                                            IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var vb = items.NewBuffer();

            vb.AllocateBytes(GLBuffer.Vec4size * vectors.Length + GLBuffer.Vec2size * coords.Length);
            vb.Fill(vectors);
            vb.Fill(coords);

            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);
            vb.Bind(va, 1, vb.Positions[1], 8, seconddivisor);
            va.Attribute(1, 1, 2, VertexAttribType.Float);
            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
Example #14
0
        /// <summary> Vector4 and Vector2 in one buffer, with buffer given and positions given. Second vector can be instance divided.  In attributes 0,1</summary>
        public static GLRenderableItem CreateVector4Vector2(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer vb, int pos1, int pos2, int drawcount,
                                                            IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);
            vb.Bind(va, 1, vb.Positions[1], 8, seconddivisor);
            va.Attribute(1, 1, 2, VertexAttribType.Float);
            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Example #15
0
 /// <summary> Vector4 and Vector2 in a tuple, into one buffer.  In attributes 0,1</summary>
 public static GLRenderableItem CreateVector4Vector2(GLItemsList items, PrimitiveType prim, GLRenderState pt, Tuple <Vector4[], Vector2[]> vectors,
                                                     IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
 {
     return(CreateVector4Vector2(items, prim, pt, vectors.Item1, vectors.Item2, id, ic, seconddivisor));
 }
Example #16
0
        /// <summary> Vector4 and Vector2 and index array in a tuple. Element index is created. In attributes 0,1. No primitive restart</summary>
        public static GLRenderableItem CreateVector4Vector2Indexed(GLItemsList items, PrimitiveType prim, GLRenderState pt, Tuple <Vector4[], Vector2[], uint[]> vectors,
                                                                   IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var dt = GL4Statics.DrawElementsTypeFromMaxEID((uint)vectors.Item1.Length - 1);
            var ri = CreateVector4Vector2(items, prim, pt, vectors.Item1, vectors.Item2, id, ic, seconddivisor);

            ri.CreateElementIndex(items.NewBuffer(), vectors.Item3, dt);
            return(ri);
        }
Example #17
0
        ///<summary> Vector4, Vector2 and Matrix4 in buffers.  First is model, second is coords, third is instance matrix translation
        /// All are supplied by buffer references
        /// Attributes in 0,1,4-7 set up.</summary>

        public static GLRenderableItem CreateVector4Vector2Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt,
                                                                   GLBuffer vbuf1, GLBuffer vbuf2, GLBuffer vbuf3,
                                                                   int vertexcount,
                                                                   IGLRenderItemData id = null, int ic = 1,
                                                                   int matrixdivisor    = 1,
                                                                   int buf1pos          = 0, int buf2pos = 0, int buf3pos = 0)
        {
            var va = items.NewArray();

            vbuf1.Bind(va, 0, buf1pos, 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);      // bp 0 at 0

            vbuf2.Bind(va, 1, buf2pos, 8);
            va.Attribute(1, 1, 2, VertexAttribType.Float);      // bp 1 at 1

            va.MatrixAttribute(2, 4);                           // bp 2 at 4-7
            vbuf3.Bind(va, 2, buf3pos, 64, matrixdivisor);      // use a binding

            return(new GLRenderableItem(prim, pt, vertexcount, va, id, ic));
        }
Example #18
0
        /// <summary> Two Vector4s, in separate buffers. Second vector can be instance divided.  In attributes 0,1</summary>
        public static GLRenderableItem CreateVector4Vector4Buf2(GLItemsList items, PrimitiveType prim, GLRenderState pt, Vector4[] vectors, Vector4[] secondvector,
                                                                IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var v1 = items.NewBuffer();

            v1.AllocateBytes(GLBuffer.Vec4size * vectors.Length);
            v1.Fill(vectors);

            var v2 = items.NewBuffer();

            v2.AllocateBytes(GLBuffer.Vec4size * secondvector.Length);
            v2.Fill(secondvector);

            var va = items.NewArray();

            v1.Bind(va, 0, v1.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);

            v2.Bind(va, 1, v2.Positions[0], 16, seconddivisor);
            va.Attribute(1, 1, 4, VertexAttribType.Float);
            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
        /// <summary> This sets the GL state variables to the render state this object requires. Called by RenderableItem</summary>
        public void ApplyState(GLRenderState newstate)      // apply deltas to GL
        {
            // general

            //System.Diagnostics.Debug.WriteLine("Apply " + newstate.PrimitiveType + " Fixed state " + newstate.ApplyFixed);

            if (newstate.PrimitiveRestart != PrimitiveRestart)
            {
                //System.Diagnostics.Debug.WriteLine("Set PR to {0}", newstate.PrimitiveRestart);
                if (newstate.PrimitiveRestart.HasValue)        // is new state has value
                {
                    if (PrimitiveRestart == null)              // if last was off, turn it on
                    {
                        GL.Enable(EnableCap.PrimitiveRestart);
                    }

                    GL.PrimitiveRestartIndex(newstate.PrimitiveRestart.Value);  // set
                }
                else
                {
                    GL.Disable(EnableCap.PrimitiveRestart);     // else disable
                }
                PrimitiveRestart = newstate.PrimitiveRestart;
            }

            if (ClipDistanceEnable != newstate.ClipDistanceEnable)        // if changed
            {
                if (newstate.ClipDistanceEnable > ClipDistanceEnable)
                {
                    for (int i = ClipDistanceEnable; i < newstate.ClipDistanceEnable; i++)
                    {
                        GL.Enable(EnableCap.ClipDistance0 + i);
                    }
                }
                else if (newstate.ClipDistanceEnable < ClipDistanceEnable)
                {
                    for (int i = ClipDistanceEnable - 1; i >= newstate.ClipDistanceEnable; i--)
                    {
                        GL.Disable(EnableCap.ClipDistance0 + i);
                    }
                }

                ClipDistanceEnable = newstate.ClipDistanceEnable;
            }

            if (DepthTest != newstate.DepthTest)
            {
                DepthTest = newstate.DepthTest;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.DepthTest, DepthTest);
                //  System.Diagnostics.Debug.WriteLine("Depth Test " + DepthTest);
            }

            if (DepthFunctionMode != newstate.DepthFunctionMode)
            {
                DepthFunctionMode = newstate.DepthFunctionMode;
                GL.DepthFunc(DepthFunctionMode);
            }

            if (WriteDepthBuffer != newstate.WriteDepthBuffer)
            {
                WriteDepthBuffer = newstate.WriteDepthBuffer;
                GL.DepthMask(WriteDepthBuffer);
            }

            if (DepthClamp != newstate.DepthClamp)
            {
                DepthClamp = newstate.DepthClamp;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.DepthClamp, DepthClamp);
                // System.Diagnostics.Debug.WriteLine("Depth Clamp" + DepthClamp.Value);
            }

            if (BlendEnable != newstate.BlendEnable)
            {
                BlendEnable = newstate.BlendEnable;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.Blend, BlendEnable);
            }

            // blend on, we have new values for blend equation
            if (BlendEnable == true)
            {
                if (BlendSourceRGB != newstate.BlendSourceRGB || BlendDestRGB != newstate.BlendDestRGB ||
                    BlendSourceA != newstate.BlendSourceA || BlendDestA != newstate.BlendDestA)
                {
                    BlendSourceRGB = newstate.BlendSourceRGB;
                    BlendDestRGB   = newstate.BlendDestRGB;
                    BlendSourceA   = newstate.BlendSourceA;
                    BlendDestA     = newstate.BlendDestA;
                    GL.BlendFuncSeparate(BlendSourceRGB, BlendDestRGB, BlendSourceA, BlendDestA);
                }

                if (BlendEquationRGB != newstate.BlendEquationRGB || BlendEquationA != newstate.BlendEquationA)
                {
                    BlendEquationRGB = newstate.BlendEquationRGB;
                    BlendEquationA   = newstate.BlendEquationA;
                    GL.BlendEquationSeparate(BlendEquationRGB, BlendEquationA);
                }
            }

            if (ColorMasking != newstate.ColorMasking)
            {
                ColorMasking = newstate.ColorMasking;

                GL.ColorMask((ColorMasking & ColorMask.Red) == ColorMask.Red, (ColorMasking & ColorMask.Green) == ColorMask.Green,
                             (ColorMasking & ColorMask.Blue) == ColorMask.Blue, (ColorMasking & ColorMask.Alpha) == ColorMask.Alpha);
            }

            if (newstate.Discard != Discard)
            {
                Discard = newstate.Discard;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.RasterizerDiscard, Discard);
                //System.Diagnostics.Debug.WriteLine("RS Discard " + Discard);
            }

            // ---------------------------------- Below are default null

            // Geo shaders

            if (newstate.PatchSize.HasValue && PatchSize != newstate.PatchSize)
            {
                PatchSize = newstate.PatchSize;
                GL.PatchParameter(PatchParameterInt.PatchVertices, PatchSize.Value);
            }

            // points

            if (newstate.PointSize.HasValue && PointSize != newstate.PointSize)
            {
                if (newstate.PointSize > 0)     // if fixed point size
                {
                    if (PointSize == null || newstate.PointSize != PointSize.Value)
                    {
                        GL.PointSize(newstate.PointSize.Value); // set if different
                    }
                    if (PointSize == null || PointSize == 0)    // if previous was off
                    {
                        GL.Disable(EnableCap.ProgramPointSize);
                    }
                }
                else
                {
                    GL.Enable(EnableCap.ProgramPointSize);
                }

                PointSize = newstate.PointSize;
            }

            if (newstate.PointSprite.HasValue && PointSprite != newstate.PointSprite)
            {
                PointSprite = newstate.PointSprite;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.PointSprite, PointSprite.Value);
            }

            if (newstate.PointSmooth.HasValue && PointSmooth != newstate.PointSmooth)
            {
                PointSmooth = newstate.PointSmooth;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.PointSmooth, PointSmooth.Value);
            }

            // lines

            if (newstate.LineWidth.HasValue && LineWidth != newstate.LineWidth)
            {
                LineWidth = newstate.LineWidth;
                GL.LineWidth(LineWidth.Value);
            }

            if (newstate.LineSmooth.HasValue && LineSmooth != newstate.LineSmooth)
            {
                LineSmooth = newstate.LineSmooth;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.LineSmooth, LineSmooth.Value);
            }

            // triangles

            if (newstate.PolygonModeFrontAndBack.HasValue && PolygonModeFrontAndBack != newstate.PolygonModeFrontAndBack)
            {
                PolygonModeFrontAndBack = newstate.PolygonModeFrontAndBack;
                GL.PolygonMode(MaterialFace.FrontAndBack, PolygonModeFrontAndBack.Value);
            }

            if (newstate.PolygonSmooth.HasValue && PolygonSmooth != newstate.PolygonSmooth)
            {
                PolygonSmooth = newstate.PolygonSmooth;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.PolygonSmooth, PolygonSmooth.Value);
            }

            if (newstate.CullFace.HasValue && CullFace != newstate.CullFace)
            {
                CullFace = newstate.CullFace;
                GLStatics.SetEnable(OpenTK.Graphics.OpenGL.EnableCap.CullFace, CullFace.Value);
                // System.Diagnostics.Debug.WriteLine("Cull mode " + CullFace.Value);
            }

            if (newstate.FrontFace.HasValue && FrontFace != newstate.FrontFace)
            {
                FrontFace = newstate.FrontFace;
                GL.FrontFace(FrontFace.Value);
            }
        }
Example #20
0
        ///<summary> Floats packed into buffer with configurable component number (1,2,4)
        /// Attributes in 0.</summary>
        public static GLRenderableItem CreateFloats(GLItemsList items, PrimitiveType prim, GLRenderState pt, float[] floats, int components,
                                                    IGLRenderItemData id = null, int ic = 1)
        {
            var vb = items.NewBuffer();

            vb.AllocateFill(floats);
            //float[] ouwt = vb.ReadFloats(0, floats.Length); // test read back

            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], sizeof(float) * components);
            va.Attribute(0, 0, components, VertexAttribType.Float);

            return(new GLRenderableItem(prim, pt, floats.Length / components, va, id, ic));
        }
Example #21
0
        ///<summary> Matrix4 as a buffer reference.
        /// Attributes in 4-7 set up.</summary>
        public static GLRenderableItem CreateMatrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer vb, int bufoffset, int drawcount,
                                                     IGLRenderItemData id = null, int ic = 1, int matrixdivisor = 1)
        {
            var va = items.NewArray();

            vb.Bind(va, 2, bufoffset, 64, matrixdivisor);     // use a binding
            va.MatrixAttribute(2, 4);                         // bp 2 at attribs 4-7
            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Example #22
0
        ///<summary> Matrix4.
        /// Attributes in 4-7 set up.</summary>
        public static GLRenderableItem CreateMatrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt, Matrix4[] matrix, int drawcount,
                                                     IGLRenderItemData id = null, int ic = 1, int matrixdivisor = 1)
        {
            var vb = items.NewBuffer();

            vb.AllocateBytes(GLBuffer.Mat4size * matrix.Length);
            vb.Fill(matrix);

            var va = items.NewArray();

            vb.Bind(va, 2, vb.Positions[0], 64, matrixdivisor); // use a binding
            va.MatrixAttribute(2, 4);                           // bp 2 at attribs 4-7

            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Example #23
0
        ///<summary> Vector4 and Matrix4. Both are buffer references.
        /// Attributes in 0,4-7 set up.</summary>
        public static GLRenderableItem CreateVector4Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer shape, GLBuffer matrix, int drawcount,
                                                            IGLRenderItemData id = null, int ic = 1, int matrixdivisor = 1)
        {
            var va = items.NewArray();

            shape.Bind(va, 0, shape.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);              // bp 0 at attrib 0

            matrix.Bind(va, 2, matrix.Positions[0], 64, matrixdivisor); // use a binding
            va.MatrixAttribute(2, 4);                                   // bp 2 at attribs 4-7

            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
Example #24
0
        ///<summary> Vector4 and Matrix4. Matrix4 is a buffer reference.
        /// Attributes in 0,4-7 set up.</summary>
        public static GLRenderableItem CreateVector4Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt, Vector4[] vectors, GLBuffer matrix,
                                                            IGLRenderItemData id = null, int ic = 1, int matrixdivisor = 1)
        {
            var vb = items.NewBuffer();

            vb.AllocateFill(vectors);       // push in model vectors

            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);              // bp 0 at attrib 0

            matrix.Bind(va, 2, matrix.Positions[0], 64, matrixdivisor); // use a binding
            va.MatrixAttribute(2, 4);                                   // bp 2 at attribs 4-7

            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
Example #25
0
        ///<summary> Null Vertex without any data.  No data into GL pipeline.
        /// Used when a uniform buffer gives info for the vertex shader to create vertices
        /// Or when the vertex shader makes up its own vertexes from draw/instance counts </summary>

        public static GLRenderableItem CreateNullVertex(PrimitiveType prim, GLRenderState pt, IGLRenderItemData id = null, int drawcount = 1, int instancecount = 1)
        {
            return(new GLRenderableItem(prim, pt, drawcount, null, id, instancecount));  // no vertex data.
        }
Example #26
0
 /// <summary> Vector4 and Vector2 and Vector4 in a tuple. See Vector4Vector2Vector4</summary>
 public static GLRenderableItem CreateVector4Vector2Vector4(GLItemsList items, PrimitiveType prim, GLRenderState pt,
                                                            Tuple <Vector4[], Vector2[]> pos,
                                                            Vector4[] instanceposition,
                                                            IGLRenderItemData id = null, int ic               = 1,
                                                            bool separbuf        = false, int divisorinstance = 1)
 {
     return(CreateVector4Vector2Vector4(items, prim, pt, pos.Item1, pos.Item2, instanceposition, id, ic, separbuf, divisorinstance));
 }
Example #27
0
        /// <summary> Two Vector4s, both in buffers. Second vector can be instance divided.  In attributes 0,1</summary>
        public static GLRenderableItem CreateVector4Vector4(GLItemsList items, PrimitiveType prim, GLRenderState pt, GLBuffer buf1, int buf1off, int drawcount, GLBuffer buf2, int buf2off = 0,
                                                            IGLRenderItemData id = null, int ic = 1, int seconddivisor = 0)
        {
            var va = items.NewArray();

            buf1.Bind(va, 0, buf1off, 16);                 // binding index 0
            va.Attribute(0, 0, 4, VertexAttribType.Float); // attribute 0

            buf2.Bind(va, 1, buf2off, 16, seconddivisor);  // binding index 1
            va.Attribute(1, 1, 4, VertexAttribType.Float); // attribute 1
            return(new GLRenderableItem(prim, pt, drawcount, va, id, ic));
        }
        /// <summary>Execute the render list, given the render state, matrix calc. Optional verbose debug output mode </summary>
        public void Render(GLRenderState currentstate, GLMatrixCalc c, bool verbose = false)
        {
            if (verbose)
            {
                System.Diagnostics.Trace.WriteLine("***Begin RList");
            }

            GLStatics.Check();      // ensure clear before start

            GLRenderState    lastapplied = null;
            IGLProgramShader curshader   = null;

            foreach (var shaderri in renderables)        // kvp of Key=Shader, Value = list of renderables
            {
                // shader must be enabled
                if (shaderri.Item1.Enable)
                {
                    if (shaderri.Item2 == null)                             // indicating its a compute or operation
                    {
                        if (shaderri.Item1 is GLShaderCompute)              // if compute
                        {
                            if (curshader != null)                          // turn off current shader
                            {
                                curshader.Finish();
                                curshader = null;
                            }

                            if (verbose)
                            {
                                System.Diagnostics.Trace.WriteLine("  Compute Shader " + shaderri.Item1.GetType().Name);
                            }

                            shaderri.Item1.Start(c);                        // start/finish it
                            shaderri.Item1.Finish();
                        }
                        else
                        {
                            if (verbose)
                            {
                                System.Diagnostics.Trace.WriteLine("  Operation " + shaderri.Item1.GetType().Name);
                            }
                            shaderri.Item1.Start(c);                        // operations just start, but don't change the current shader
                        }
                    }
                    else if (shaderri.Item2.Find(x => x.Item2.Visible) != null)      // must have a list, all must not be null, and some must be visible
                    {
                        if (curshader != shaderri.Item1)                             // if a different shader instance
                        {
                            if (curshader != null)                                   // finish the last one if present
                            {
                                curshader.Finish();
                            }
                            curshader = shaderri.Item1;
                            curshader.Start(c);                                         // start the program - if compute shader, or operation, this executes the code
                        }
                        //System.Diagnostics.Trace.WriteLine("Shader " + kvp.Item1.GetType().Name);

                        foreach (var g in shaderri.Item2)
                        {
                            GLOFC.GLStatics.Check();

                            if (g.Item2 != null && g.Item2.Visible)                    // Make sure its visible and not empty slot
                            {
                                if (verbose)
                                {
                                    System.Diagnostics.Trace.WriteLine("  Bind " + g.Item1 + " shader " + shaderri.Item1.GetType().Name);
                                }
                                if (g.Item2.RenderState == null)                       // if no render control, do not change last applied.
                                {
                                    g.Item2.Bind(null, shaderri.Item1, c);
                                }
                                else if (object.ReferenceEquals(g.Item2.RenderState, lastapplied))     // no point forcing the test of rendercontrol if its the same as last applied
                                {
                                    g.Item2.Bind(null, shaderri.Item1, c);
                                }
                                else
                                {
                                    g.Item2.Bind(currentstate, shaderri.Item1, c);      // change and remember
                                    lastapplied = g.Item2.RenderState;
                                }

                                if (verbose)
                                {
                                    System.Diagnostics.Trace.WriteLine("  Render " + g.Item1 + " shader " + shaderri.Item1.GetType().Name);
                                }
                                g.Item2.Render();
                                //System.Diagnostics.Trace.WriteLine("....Render Over " + g.Item1);
                            }
                            else
                            {
                                if (verbose)
                                {
                                    System.Diagnostics.Trace.WriteLine("  Not visible " + g.Item1 + " " + shaderri.Item1.GetType().Name);
                                }
                            }

                            GLOFC.GLStatics.Check();
                        }
                    }
                    else
                    {
                        if (verbose)
                        {
                            System.Diagnostics.Trace.WriteLine("  No items visible " + shaderri.Item1.GetType().Name);
                        }
                    }
                }
                else
                {
                    if (verbose)
                    {
                        System.Diagnostics.Trace.WriteLine("  Shader disabled " + shaderri.Item1.GetType().Name + " " + shaderri.Item1.Name);
                    }
                }
            }

            if (curshader != null)
            {
                curshader.Finish();
            }

            if (verbose)
            {
                System.Diagnostics.Trace.WriteLine("***End RList");
            }
            GL.UseProgram(0);           // final clean up
            GL.BindProgramPipeline(0);
        }
Example #29
0
        ///<summary> Vector3 packed using GLBuffer.FillPacked2vec. Offsets and mult specify range
        /// Attributes in 0.</summary>
        public static GLRenderableItem CreateVector3Packed2(GLItemsList items, PrimitiveType prim, GLRenderState pt, Vector3[] vectors, Vector3 offsets, float mult,
                                                            IGLRenderItemData id = null, int ic = 1)
        {
            var vb = items.NewBuffer();

            vb.AllocateBytes(sizeof(uint) * 2 * vectors.Length);
            vb.FillPacked2vec(vectors, offsets, mult);

            var va = items.NewArray();

            vb.Bind(va, 0, vb.Positions[0], 8);
            va.AttributeI(0, 0, 2, VertexAttribType.UnsignedInt);

            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }
Example #30
0
        ///<summary> Vector4, Vector2 and Matrix4 in buffers.  First is model, second is coords, third is instance matrix translation
        /// if separbuffer = true and instancematrix is null, it makes a buffer for you to fill up externally.
        /// if separbuffer = true it makes as separate buffer for instancematrix
        /// if separbuffer = true and instancematrix is null, you fill up the separbuffer yourself outside of this (maybe auto generated).
        /// You can get this buffer using items.LastBuffer()
        /// Attributes in 0,1,4-7 set up.</summary>

        public static GLRenderableItem CreateVector4Vector2Matrix4(GLItemsList items, PrimitiveType prim, GLRenderState pt,
                                                                   Vector4[] vectors, Vector2[] coords, Matrix4[] instancematrix,
                                                                   IGLRenderItemData id = null, int ic             = 1,
                                                                   bool separbuf        = false, int matrixdivisor = 1)
        {
            var      va    = items.NewArray();
            GLBuffer vbuf1 = items.NewBuffer();
            GLBuffer vbuf2 = vbuf1;
            int      posi  = 2;

            if (separbuf)
            {
                vbuf1.AllocateBytes(GLBuffer.Vec4size * vectors.Length + GLBuffer.Vec2size * coords.Length);

                vbuf2 = items.NewBuffer();

                if (instancematrix != null)
                {
                    vbuf2.AllocateBytes(GLBuffer.Mat4size * instancematrix.Length);
                }

                posi = 0;
            }
            else
            {
                vbuf1.AllocateBytes(GLBuffer.Vec4size * vectors.Length + GLBuffer.Vec2size * coords.Length + GLBuffer.Vec4size + GLBuffer.Mat4size * instancematrix.Length);    // due to alignment, add on a little
            }

            vbuf1.Fill(vectors);
            vbuf1.Fill(coords);
            if (instancematrix != null)
            {
                vbuf2.Fill(instancematrix);
            }

            vbuf1.Bind(va, 0, vbuf1.Positions[0], 16);
            va.Attribute(0, 0, 4, VertexAttribType.Float);      // bp 0 at 0

            vbuf1.Bind(va, 1, vbuf1.Positions[1], 8);
            va.Attribute(1, 1, 2, VertexAttribType.Float);                                           // bp 1 at 1

            va.MatrixAttribute(2, 4);                                                                // bp 2 at 4-7
            vbuf2.Bind(va, 2, instancematrix != null ? vbuf2.Positions[posi]: 0, 64, matrixdivisor); // use a binding

            return(new GLRenderableItem(prim, pt, vectors.Length, va, id, ic));
        }