Example #1
0
        public void DrawPrimitives(PrimitiveType primitiveType, int vertexStart, int primitiveCount)
        {
            int elementCountArray = GraphicsDevice.GetElementCountArray(primitiveType, primitiveCount);

            this.ApplyState(true);
            this._vertexBuffer.VertexDeclaration.Apply(this._vertexShader, IntPtr.Zero);
            GL.DrawArrays(GraphicsDevice.PrimitiveTypeGL(primitiveType), vertexStart, elementCountArray);
        }
Example #2
0
        public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
        {
            this.ApplyState(true);
            bool             flag       = this._indexBuffer.IndexElementSize == IndexElementSize.SixteenBits;
            DrawElementsType type       = flag ? DrawElementsType.UnsignedShort : DrawElementsType.UnsignedInt;
            int       num               = flag ? 2 : 4;
            IntPtr    indices           = (IntPtr)(startIndex * num);
            int       elementCountArray = GraphicsDevice.GetElementCountArray(primitiveType, primitiveCount);
            BeginMode mode              = GraphicsDevice.PrimitiveTypeGL(primitiveType);

            this._vertexBuffer.VertexDeclaration.Apply(this._vertexShader, (IntPtr)(this._vertexBuffer.VertexDeclaration.VertexStride * baseVertex));
            GL.DrawElements(mode, elementCountArray, type, indices);
        }
Example #3
0
        public void DrawUserPrimitives <T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
        {
            int elementCountArray = GraphicsDevice.GetElementCountArray(primitiveType, primitiveCount);

            this.ApplyState(true);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            this._vertexBufferDirty = this._indexBufferDirty = true;
            GCHandle gcHandle = GCHandle.Alloc((object)vertexData, GCHandleType.Pinned);

            vertexDeclaration.GraphicsDevice = this;
            vertexDeclaration.Apply(this._vertexShader, gcHandle.AddrOfPinnedObject());
            GL.DrawArrays(GraphicsDevice.PrimitiveTypeGL(primitiveType), vertexOffset, elementCountArray);
            gcHandle.Free();
        }
Example #4
0
        public void DrawUserIndexedPrimitives <T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, int[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
        {
            this.ApplyState(true);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            this._vertexBufferDirty = this._indexBufferDirty = true;
            GCHandle gcHandle1 = GCHandle.Alloc((object)vertexData, GCHandleType.Pinned);
            GCHandle gcHandle2 = GCHandle.Alloc((object)indexData, GCHandleType.Pinned);

            vertexDeclaration.GraphicsDevice = this;
            vertexDeclaration.Apply(this._vertexShader, gcHandle1.AddrOfPinnedObject());
            GL.DrawElements(GraphicsDevice.PrimitiveTypeGL(primitiveType), GraphicsDevice.GetElementCountArray(primitiveType, primitiveCount), DrawElementsType.UnsignedInt, (IntPtr)(gcHandle2.AddrOfPinnedObject().ToInt64() + (long)(indexOffset * 4)));
            gcHandle2.Free();
            gcHandle1.Free();
        }