Example #1
0
        protected override void OnLoad(EventArgs e)
        {
            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            //solid = new Cube();
            var data = new List<OpenGLVertex>
            {
                new OpenGLVertex {Position = new Vector3(-1, -1, 0), Colour  =new Color4(0.118f, 0.118f, 0.118f, 1f).ToVector4()},//bottom left
                new OpenGLVertex {Position = new Vector3(1, -1, 0), Colour= new Color4(0.118f, 0.118f, 0.118f, 1f).ToVector4() }, //bottom right
                new OpenGLVertex {Position = new Vector3(1, 1, 0), Colour = new Color4(0.176f, 0.176f, 0.188f, 1f).ToVector4() },//top right
                new OpenGLVertex {Position = new Vector3(-1, 1, 0), Colour =  new Color4(0.176f, 0.176f, 0.188f, 1f).ToVector4()},//top left
            };

            _ubo = new CameraUBO();

            _shader = new FlatShaderProgram();
            _basicShader = new BasicShaderProgram(_ubo);

            _vbo = new VBO(data) { BeginMode = BeginMode.Quads };
            _vao = new VAO(_shader, _vbo);

            var dotdata = new List<OpenGLVertex>
            {
                new OpenGLVertex {Position = new Vector3(0, 0, 0)},
                new OpenGLVertex {Position = new Vector3(10, 10, 0)},
            };

            _dotsvbo = new VBO(dotdata) { BeginMode = BeginMode.Lines };
            _dotsvao = new VAO(_basicShader, _dotsvbo);

            var stl = new STL("rounded_cube.stl", Color.GreenYellow);

            var cubedata = new List<OpenGLVertex>();
            var col = stl.Color.ToVector4();

            foreach (var ele in stl.Elements)
            {
                cubedata.Add(new OpenGLVertex { Position = ele.P1.ToVector3(), Normal = ele.Normal.ToVector3(), Colour = col });
                cubedata.Add(new OpenGLVertex { Position = ele.P2.ToVector3(), Normal = ele.Normal.ToVector3(), Colour = col });
                cubedata.Add(new OpenGLVertex { Position = ele.P3.ToVector3(), Normal = ele.Normal.ToVector3(), Colour = col });
            }

            _geovbo = new VBO(cubedata) { BeginMode = BeginMode.Triangles };
            _geovao = new VAO(_basicShader, _geovbo);

            var err = GL.GetError();
            if (err != ErrorCode.NoError)
                Console.WriteLine("Error at OnLoad: " + err);
        }
Example #2
0
File: VAO.cs Project: rho24/OpenCAD
        public VAO(IShaderProgram program, VBO vbo)
        {
            _program = program;
            VBO = vbo;
            GL.GenVertexArrays(1, out _handle);
            using (new Bind(program))
            using (new Bind(this))
            using (new Bind(vbo))
            {
                var stride = Vector3.SizeInBytes * 2 + Vector4.SizeInBytes;

                GL.EnableVertexAttribArray(0);
                GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, true, stride, 0);
                GL.BindAttribLocation(program.Handle, 0, "vert_position");

                GL.EnableVertexAttribArray(1);
                GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, true, stride, Vector3.SizeInBytes);
                GL.BindAttribLocation(program.Handle, 1, "vert_normal");

                GL.EnableVertexAttribArray(2);
                GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, stride, Vector3.SizeInBytes * 2);
                GL.BindAttribLocation(program.Handle, 2, "vert_colour");
            }
        }