Example #1
0
 public void UpdateIndexBuffer(List <uint> indices)
 {
     CountIndices = indices.Count;
     GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer);
     GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(CountIndices * sizeof(uint)), indices.ToArray(), BufferUsageHint.DynamicDraw);
     OpenGlHelper.CheckErrors();
 }
Example #2
0
        public void GenerateSphere(float radius, int rings, int sectors)
        {
            Destroy();

            float R = 1.0f / (rings - 1);
            float S = 1.0f / (sectors - 1);

            Vertices = new Vertex3d[rings * sectors];
            int index = 0;

            for (int r = 0; r < rings; r++)
            {
                for (int s = 0; s < sectors; s++)
                {
                    float x = (float)(Math.Cos(2.0 * Math.PI * s * S) * Math.Sin(Math.PI * r * R));
                    float y = (float)(Math.Sin(2.0 * Math.PI * s * S) * Math.Sin(Math.PI * r * R));
                    float z = (float)Math.Cos(Math.PI * r * R);

                    var vertex = new Vertex3d();

                    vertex.TexCoord.X = s * S;
                    vertex.TexCoord.Y = r * R;

                    vertex.Position.X = x * radius;
                    vertex.Position.Y = y * radius;
                    vertex.Position.Z = z * radius;

                    vertex.Normal.X = x;
                    vertex.Normal.X = y;
                    vertex.Normal.X = z;

                    vertex.Color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f);

                    Vertices[index++] = vertex;
                }
            }

            index = 0;
            for (int r = 0; r < rings; r++)
            {
                for (int s = 0; s < sectors; s++)
                {
                    Indices.Add((uint)(r * sectors + s));
                    Indices.Add((uint)(r * sectors + (s + 1)));
                    Indices.Add((uint)((r + 1) * sectors + (s + 1)));
                    Indices.Add((uint)((r + 1) * sectors + s));
                }
            }

            GL.GenBuffers(1, out VertexBuffer);
            GL.GenBuffers(1, out IndexBuffer);

            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBuffer);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * Vertex3d.Stride), Vertices, BufferUsageHint.StreamDraw);
            OpenGlHelper.CheckErrors();

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Indices.Count * sizeof(uint)), Indices.ToArray(), BufferUsageHint.DynamicDraw);
            OpenGlHelper.CheckErrors();
        }
Example #3
0
 private void UpdateVertexBuffer()
 {
     GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBuffer);
     GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * Vertex3d.Stride), Vertices, BufferUsageHint.StreamDraw);
     OpenGlHelper.CheckErrors();
 }