public void BufferData_Ok() { // Arrange var gl = Substitute.For<IOpenGL30>(); gl.WhenForAnyArgs(g => g.GenBuffers(Arg.Any<int>(), Arg.Any<uint[]>())) .Do(x => { ((uint[])x[1])[0] = 1; }); var buffer = new ElementBuffer<int>(new[] { 1, 2, 3 }, gl); // Act buffer.BufferData(BufferUsage.StaticDraw); // Assert gl.Received().BufferData((uint)BufferTarget.ElementArray, new IntPtr(12), Arg.Any<IntPtr>(), (uint)BufferUsage.StaticDraw); }
public static Terrain Build(IOpenGL33 gl, int columns, int rows, float width, float depth) { var noise = new PerlinNoise(); var noise2 = new PerlinNoise(); var vertexBuffer = new VertexBuffer<PositionNormalTexCoord>((columns + 1) * (rows + 1), gl); var indexBuffer = new ElementBuffer<uint>(columns * rows * 6 , gl); float fx = - width / 2; float fy = -depth / 2; float dx = width / columns; float dy = depth / rows; int i = 0; for (int y = 0; y < (rows + 1); y++) { for (int x = 0; x < (columns + 1); x++, i++) { float ix = fx + x * dx; float iy = fy + y * dy; const float detail = 0.25f; const float detailScale = 0.2f; const float macro = 0.008f; const float macroScale = 4f; var fUp = (float)((noise.Noise(x * detail, 0, (y + 1) * detail) - noise2.Noise(x * detail, 0, (y + 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, (y + 1) * macro) * macroScale) ; var fDown = (float)((noise.Noise(x * detail, 0, (y - 1) * detail) - noise2.Noise(x * detail, 0, (y - 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, (y - 1) * macro) * macroScale) ; var fLeft = (float)((noise.Noise((x - 1) * detail, 0, y * detail) - noise2.Noise((x - 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x - 1) * macro, 0, y * macro) * macroScale); var fRight = (float)((noise.Noise((x + 1) * detail, 0, y * detail) - noise2.Noise((x + 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x + 1) * macro, 0, y * macro) * macroScale); var fThis = (float)((noise.Noise(x * detail, 0, y * detail) - noise2.Noise(x * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, y * macro) * macroScale); var vUp = new Vector3f(ix, fUp, iy - dy); var vDown = new Vector3f(ix, fDown, iy + dy); var vLeft = new Vector3f(ix - 1, fLeft, iy); var vRight = new Vector3f(ix + 1, fRight, iy); var vThis = new Vector3f(ix, fThis, iy); var upperLeft = CalculateNormal(vLeft, vUp, vThis); var upperRight = CalculateNormal(vUp, vRight, vThis); var lowerRight = CalculateNormal(vRight, vDown, vThis); var lowerLeft = CalculateNormal(vDown, vLeft, vThis); var normal = upperLeft + upperRight + lowerLeft + lowerRight; normal = new Vector3f(normal.X * 0.25f, normal.Y * 0.25f, normal.Z * 0.25f); vertexBuffer[i] = new PositionNormalTexCoord { Normal = normal.Normalize(), Position = vThis, TexCoord = new Vector2f(vThis.X, vThis.Z)}; } } int offset = 0; foreach(var index in Enumerable.Range(0, columns * rows + columns).Where(index => (index % (columns + 1)) != columns)) { indexBuffer[offset] = (uint)index; indexBuffer[offset + 1] = (uint)(index + (columns + 1) + 1); indexBuffer[offset + 2] = (uint)index + 1; indexBuffer[offset + 3] = (uint)index; indexBuffer[offset + 4] = (uint)(index + (columns + 1)); indexBuffer[offset + 5] = (uint)(index + (columns + 1) + 1); offset += 6; } using(vertexBuffer.Bind()) vertexBuffer.BufferData(BufferUsage.StaticDraw); using(indexBuffer.Bind()) indexBuffer.BufferData(BufferUsage.StaticDraw); var vertexArray = new VertexArray(gl, new[] {vertexBuffer}, new[] {PositionNormalTexCoord.Descriptor}); var shader = new TerrainShader(gl); return new Terrain(gl, vertexArray, vertexBuffer, indexBuffer, shader); }