void SetupGL() { EAGLContext.SetCurrentContext(context); LoadShaders(); effect = new GLKBaseEffect(); effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4(1.0f, 0.4f, 0.4f, 1.0f); GL.Enable(EnableCap.DepthTest); GL.Oes.GenVertexArrays(1, out vertexArray); GL.Oes.BindVertexArray(vertexArray); GL.GenBuffers(1, out vertexBuffer); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(cubeVertexData.Length * sizeof(float)), cubeVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Position); GL.VertexAttribPointer((int)GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 24, new IntPtr(0)); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Normal); GL.VertexAttribPointer((int)GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 24, new IntPtr(12)); GL.Oes.BindVertexArray(0); }
public void Properties() { TestRuntime.AssertSystemVersion(ApplePlatform.MacOSX, 10, 8, throwIfOtherPlatform: false); var material = new GLKEffectPropertyMaterial(); #if NET Assert.That(material.AmbientColor.ToString(), Is.EqualTo("<0.2, 0.2, 0.2, 1>"), "AmbientColor"); Assert.That(material.DiffuseColor.ToString(), Is.EqualTo("<0.8, 0.8, 0.8, 1>"), "DiffuseColor"); Assert.That(material.SpecularColor.ToString(), Is.EqualTo("<0, 0, 0, 1>"), "SpecularColor"); Assert.That(material.EmissiveColor.ToString(), Is.EqualTo("<0, 0, 0, 1>"), "EmissiveColor"); #else Assert.That(material.AmbientColor.ToString(), Is.EqualTo("(0.2, 0.2, 0.2, 1)"), "AmbientColor"); Assert.That(material.DiffuseColor.ToString(), Is.EqualTo("(0.8, 0.8, 0.8, 1)"), "DiffuseColor"); Assert.That(material.SpecularColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "SpecularColor"); Assert.That(material.EmissiveColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "EmissiveColor"); #endif material = new GLKBaseEffect().Material; #if NET Assert.That(material.AmbientColor.ToString(), Is.EqualTo("<0.2, 0.2, 0.2, 1>"), "AmbientColor"); Assert.That(material.DiffuseColor.ToString(), Is.EqualTo("<0.8, 0.8, 0.8, 1>"), "DiffuseColor"); Assert.That(material.SpecularColor.ToString(), Is.EqualTo("<0, 0, 0, 1>"), "SpecularColor"); Assert.That(material.EmissiveColor.ToString(), Is.EqualTo("<0, 0, 0, 1>"), "EmissiveColor"); #else Assert.That(material.AmbientColor.ToString(), Is.EqualTo("(0.2, 0.2, 0.2, 1)"), "AmbientColor"); Assert.That(material.DiffuseColor.ToString(), Is.EqualTo("(0.8, 0.8, 0.8, 1)"), "DiffuseColor"); Assert.That(material.SpecularColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "SpecularColor"); Assert.That(material.EmissiveColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "EmissiveColor"); #endif }
public void Properties() { TestRuntime.AssertSystemVersion(ApplePlatform.MacOSX, 10, 8, throwIfOtherPlatform: false); var light = new GLKEffectPropertyLight(); #if NET Assert.That(light.AmbientColor.ToString(), Is.EqualTo("<0, 0, 0, 0>"), "AmbientColor"); Assert.That(light.DiffuseColor.ToString(), Is.EqualTo("<0, 0, 0, 0>"), "DiffuseColor"); Assert.That(light.SpecularColor.ToString(), Is.EqualTo("<0, 0, 0, 0>"), "SpecularColor"); Assert.That(light.Position.ToString(), Is.EqualTo("<0, 0, 0, 0>"), "Position"); #else Assert.That(light.AmbientColor.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "AmbientColor"); Assert.That(light.DiffuseColor.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "DiffuseColor"); Assert.That(light.SpecularColor.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "SpecularColor"); Assert.That(light.Position.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Position"); #endif light = new GLKBaseEffect().Light0; #if NET Assert.That(light.AmbientColor.ToString(), Is.EqualTo("<0, 0, 0, 1>"), "AmbientColor"); Assert.That(light.DiffuseColor.ToString(), Is.EqualTo("<1, 1, 1, 1>"), "DiffuseColor"); Assert.That(light.SpecularColor.ToString(), Is.EqualTo("<1, 1, 1, 1>"), "SpecularColor"); Assert.That(light.Position.ToString(), Is.EqualTo("<0, 0, 1, 0>"), "Position"); #else Assert.That(light.AmbientColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "AmbientColor"); Assert.That(light.DiffuseColor.ToString(), Is.EqualTo("(1, 1, 1, 1)"), "DiffuseColor"); Assert.That(light.SpecularColor.ToString(), Is.EqualTo("(1, 1, 1, 1)"), "SpecularColor"); Assert.That(light.Position.ToString(), Is.EqualTo("(0, 0, 1, 0)"), "Position"); #endif }
public void Properties() { var effect = new GLKBaseEffect(); Assert.That(effect.LightModelAmbientColor.ToString(), Is.EqualTo("(0.2, 0.2, 0.2, 1)"), "LightModelAmbientColor"); Assert.That(effect.ConstantColor.ToString(), Is.EqualTo("(1, 1, 1, 1)"), "ConstantColor"); }
private void TearDownGL() { EAGLContext.SetCurrentContext(this.context); GL.DeleteBuffers(1, ref vertexBuffer); GL.Oes.DeleteVertexArrays(1, ref vertexArray); this.effect = null; }
public unsafe void Redraw(AudioPlotGlPoint[] points, GLKBaseEffect baseEffect, uint vbo, uint vab, bool interpolated, bool mirrored, float gain) { IntPtr pPoints; IntPtrHelper.ConvertToIntPtr <AudioPlotGlPoint> (points, out pPoints); _Redraw(pPoints, (uint)points.Length, baseEffect, vbo, vab, interpolated, mirrored, gain); Marshal.FreeHGlobal(pPoints); }
public void Properties() { var fog = new GLKEffectPropertyFog(); Assert.That(fog.Color.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Color"); fog = new GLKBaseEffect().Fog; Assert.That(fog.Color.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Color"); }
void setupGL() { EAGLContext.SetCurrentContext(context); effect = new GLKBaseEffect(); effect.LightingType = GLKLightingType.PerPixel; effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4(1.0f, 0.4f, 0.4f, 1.0f); GL.Enable(EnableCap.DepthTest); GL.Oes.GenVertexArrays(1, out vertexArray); GL.Oes.BindVertexArray(vertexArray); GL.GenBuffers(1, out vertexBuffer); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Monkey.MeshVertexData.Length * sizeof(float)), Monkey.MeshVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Position); GL.VertexAttribPointer((int)GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), 0); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Normal); GL.VertexAttribPointer((int)GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), 12); GL.EnableVertexAttribArray((int)GLKVertexAttrib.TexCoord0); GL.VertexAttribPointer((int)GLKVertexAttrib.TexCoord0, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), 24); GL.ActiveTexture(TextureUnit.Texture0); string path = NSBundle.MainBundle.PathForResource("monkey", "png"); NSError error; NSDictionary options = NSDictionary.FromObjectAndKey(NSNumber.FromBoolean(true), GLKTextureLoader.OriginBottomLeft); texture = GLKTextureLoader.FromFile(path, options, out error); if (texture == null) { Console.WriteLine(String.Format("Error loading texture: {0}", error.LocalizedDescription)); } GLKEffectPropertyTexture tex = new GLKEffectPropertyTexture(); tex.Enabled = true; tex.EnvMode = GLKTextureEnvMode.Decal; tex.GLName = texture.Name; effect.Texture2d0.GLName = tex.GLName; GL.Oes.BindVertexArray(0); }
public void Properties() { TestRuntime.AssertSystemVersion(PlatformName.MacOSX, 10, 8, throwIfOtherPlatform: false); var fog = new GLKEffectPropertyFog(); Assert.That(fog.Color.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Color"); fog = new GLKBaseEffect().Fog; Assert.That(fog.Color.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Color"); }
public void Properties() { var effect = new GLKBaseEffect(); Assert.That(effect.LightModelAmbientColor.ToString(), Is.EqualTo("(0.2, 0.2, 0.2, 1)"), "LightModelAmbientColor"); Assert.That(effect.ConstantColor.ToString(), Is.EqualTo("(1, 1, 1, 1)"), "ConstantColor"); effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4(1.0f, 0.4f, 0.4f, 1.0f); Assert.That(effect.Light0.DiffuseColor.ToString(), Is.EqualTo("(1, 0.4, 0.4, 1)"), "Light0"); }
void setupGL () { EAGLContext.SetCurrentContext (context); effect = new GLKBaseEffect (); effect.LightingType = GLKLightingType.PerPixel; effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4 (1.0f, 0.4f, 0.4f, 1.0f); GL.Enable (EnableCap.DepthTest); GL.Oes.GenVertexArrays (1, out vertexArray); GL.Oes.BindVertexArray (vertexArray); GL.GenBuffers (1, out vertexBuffer); GL.BindBuffer (BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData (BufferTarget.ArrayBuffer, (IntPtr) (Monkey.MeshVertexData.Length * sizeof (float)), Monkey.MeshVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Position); GL.VertexAttribPointer ((int) GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 8 * sizeof (float), 0); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Normal); GL.VertexAttribPointer ((int) GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), 12); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.TexCoord0); GL.VertexAttribPointer ((int) GLKVertexAttrib.TexCoord0, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), 24); GL.ActiveTexture (TextureUnit.Texture0); string path = NSBundle.MainBundle.PathForResource ("monkey", "png"); NSError error; NSDictionary options = NSDictionary.FromObjectAndKey (NSNumber.FromBoolean (true), GLKTextureLoader.OriginBottomLeft); texture = GLKTextureLoader.FromFile (path, options, out error); if (texture == null) Console.WriteLine (String.Format("Error loading texture: {0}", error.LocalizedDescription)); GLKEffectPropertyTexture tex = new GLKEffectPropertyTexture (); tex.Enabled = true; tex.EnvMode = GLKTextureEnvMode.Decal; tex.GLName = texture.Name; effect.Texture2d0.GLName = tex.GLName; GL.Oes.BindVertexArray (0); }
public void Properties() { TestRuntime.AssertSystemVersion(PlatformName.MacOSX, 10, 8, throwIfOtherPlatform: false); var effect = new GLKBaseEffect(); Assert.That(effect.LightModelAmbientColor.ToString(), Is.EqualTo("(0.2, 0.2, 0.2, 1)"), "LightModelAmbientColor"); Assert.That(effect.ConstantColor.ToString(), Is.EqualTo("(1, 1, 1, 1)"), "ConstantColor"); effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4(1.0f, 0.4f, 0.4f, 1.0f); Assert.That(effect.Light0.DiffuseColor.ToString(), Is.EqualTo("(1, 0.4, 0.4, 1)"), "Light0"); }
public void Properties() { var transform = new GLKEffectPropertyTransform(); Assert.That(transform.ModelViewMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ModelViewMatrix"); Assert.That(transform.ProjectionMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ProjectionMatrix"); // Is TextureMatrix supposed to be here? I can't find it in apple's docs, and it throws a selector not found exception // Assert.That (transform.TextureMatrix.ToString (), Is.EqualTo ("(0, 0, 0, 0)"), "TextureMatrix"); transform = new GLKBaseEffect().Transform; Assert.That(transform.ModelViewMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ModelViewMatrix"); Assert.That(transform.ProjectionMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ProjectionMatrix"); }
void TearDownGL() { EAGLContext.SetCurrentContext(context); GL.DeleteBuffers(1, ref vertexBuffer); GL.Oes.DeleteVertexArrays(1, ref vertexArray); effect = null; if (program > 0) { GL.DeleteProgram(program); program = 0; } }
// Setup and Teardown private void SetupGL() { // Context EAGLContext.SetCurrentContext(this.context); this.effect = new GLKBaseEffect(); GL.Disable(EnableCap.DepthTest); // Signature lines GL.Oes.GenVertexArrays(1, out vertexArray); GL.Oes.BindVertexArray(vertexArray); GL.GenBuffers(1, out vertexBuffer); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer); int s = Marshal.SizeOf(typeof(NICSignaturePoint)) * this.SignatureVertexData.Length; GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)s, this.SignatureVertexData, BufferUsage.DynamicDraw); this.BindShaderAttributes(); // Signature dots GL.Oes.GenVertexArrays(1, out dotsArray); GL.Oes.BindVertexArray(dotsArray); GL.GenBuffers(1, out dotsBuffer); GL.BindBuffer(BufferTarget.ArrayBuffer, dotsBuffer); s = Marshal.SizeOf(typeof(NICSignaturePoint)) * this.SignatureDotsData.Length; GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)s, this.SignatureDotsData, BufferUsage.DynamicDraw); this.BindShaderAttributes(); GL.Oes.BindVertexArray(0); // Perspective Matrix4 ortho = Matrix4.CreateOrthographic(2.0f, 2.0f, 0.1f, 2.0f); effect.Transform.ProjectionMatrix = ortho; Matrix4 modelViewMatrix = Matrix4.CreateTranslation(new Vector3 { X = 0.0f, Y = 0.0f, Z = -1.0f }); effect.Transform.ModelViewMatrix = modelViewMatrix; vertexLength = 0; dotsLength = 0; penThickness = 0.004f; previousPoint = new CGPoint { X = -100, Y = -100 }; }
public void Properties() { TestRuntime.AssertSystemVersion(PlatformName.MacOSX, 10, 8, throwIfOtherPlatform: false); var transform = new GLKEffectPropertyTransform(); Assert.That(transform.ModelViewMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ModelViewMatrix"); Assert.That(transform.ProjectionMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ProjectionMatrix"); // Is TextureMatrix supposed to be here? I can't find it in apple's docs, and it throws a selector not found exception // Assert.That (transform.TextureMatrix.ToString (), Is.EqualTo ("(0, 0, 0, 0)"), "TextureMatrix"); transform = new GLKBaseEffect().Transform; Assert.That(transform.ModelViewMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ModelViewMatrix"); Assert.That(transform.ProjectionMatrix.ToString(), Is.EqualTo("(1, 0, 0, 0)\n(0, 1, 0, 0)\n(0, 0, 1, 0)\n(0, 0, 0, 1)"), "ProjectionMatrix"); }
public void Properties() { var light = new GLKEffectPropertyLight(); Assert.That(light.AmbientColor.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "AmbientColor"); Assert.That(light.DiffuseColor.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "DiffuseColor"); Assert.That(light.SpecularColor.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "SpecularColor"); Assert.That(light.Position.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Position"); light = new GLKBaseEffect().Light0; Assert.That(light.AmbientColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "AmbientColor"); Assert.That(light.DiffuseColor.ToString(), Is.EqualTo("(1, 1, 1, 1)"), "DiffuseColor"); Assert.That(light.SpecularColor.ToString(), Is.EqualTo("(1, 1, 1, 1)"), "SpecularColor"); Assert.That(light.Position.ToString(), Is.EqualTo("(0, 0, 1, 0)"), "Position"); }
public void Properties() { var material = new GLKEffectPropertyMaterial(); Assert.That(material.AmbientColor.ToString(), Is.EqualTo("(0.2, 0.2, 0.2, 1)"), "AmbientColor"); Assert.That(material.DiffuseColor.ToString(), Is.EqualTo("(0.8, 0.8, 0.8, 1)"), "DiffuseColor"); Assert.That(material.SpecularColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "SpecularColor"); Assert.That(material.EmissiveColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "EmissiveColor"); material = new GLKBaseEffect().Material; Assert.That(material.AmbientColor.ToString(), Is.EqualTo("(0.2, 0.2, 0.2, 1)"), "AmbientColor"); Assert.That(material.DiffuseColor.ToString(), Is.EqualTo("(0.8, 0.8, 0.8, 1)"), "DiffuseColor"); Assert.That(material.SpecularColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "SpecularColor"); Assert.That(material.EmissiveColor.ToString(), Is.EqualTo("(0, 0, 0, 1)"), "EmissiveColor"); }
public void Properties() { TestRuntime.AssertSystemVersion(ApplePlatform.MacOSX, 10, 8, throwIfOtherPlatform: false); var fog = new GLKEffectPropertyFog(); #if NET Assert.That(fog.Color.ToString(), Is.EqualTo("<0, 0, 0, 0>"), "Color"); #else Assert.That(fog.Color.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Color"); #endif fog = new GLKBaseEffect().Fog; #if NET Assert.That(fog.Color.ToString(), Is.EqualTo("<0, 0, 0, 0>"), "Color"); #else Assert.That(fog.Color.ToString(), Is.EqualTo("(0, 0, 0, 0)"), "Color"); #endif }
void setupGL () { EAGLContext.SetCurrentContext (context); effect = new GLKBaseEffect (); effect.LightingType = GLKLightingType.PerPixel; effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4 (1.0f, 0.4f, 0.4f, 1.0f); effect.Light0.Position = new Vector4 (-5f, -5f, 10f, 1f); effect.Light0.SpecularColor = new Vector4 (1f, 0f, 0f, 1f); effect.Light1.Enabled = true; effect.Light1.DiffuseColor = new Vector4 (1f, 0.4f, 0.4f, 1f); effect.Light1.Position = new Vector4 (15f, 15f, 10f, 1f); effect.Light1.SpecularColor = new Vector4 (1f, 0f, 0f, 1f); effect.Material.DiffuseColor = new Vector4 (0f, 0.5f, 1f, 1f); effect.Material.AmbientColor = new Vector4 (0f, 0.5f, 0f, 1f); effect.Material.SpecularColor = new Vector4 (1f, 0f, 0f, 1f); effect.Material.Shininess = 20f; effect.Material.EmissiveColor = new Vector4 (0.2f, 0f, 0.2f, 1f); GL.Enable (EnableCap.DepthTest); GL.Oes.GenVertexArrays (1, out vertexArray); GL.Oes.BindVertexArray (vertexArray); GL.GenBuffers (1, out vertexBuffer); GL.BindBuffer (BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData (BufferTarget.ArrayBuffer, (IntPtr)(Monkey.MeshVertexData.Length * sizeof(float)), Monkey.MeshVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Position); GL.VertexAttribPointer ((int) GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Normal); GL.VertexAttribPointer ((int) GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 12); GL.Oes.BindVertexArray (0); }
void setupGL() { EAGLContext.SetCurrentContext(context); effect = new GLKBaseEffect(); effect.LightingType = GLKLightingType.PerPixel; effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4(1.0f, 0.4f, 0.4f, 1.0f); effect.Light0.Position = new Vector4(-5f, -5f, 10f, 1f); effect.Light0.SpecularColor = new Vector4(1f, 0f, 0f, 1f); effect.Light1.Enabled = true; effect.Light1.DiffuseColor = new Vector4(1f, 0.4f, 0.4f, 1f); effect.Light1.Position = new Vector4(15f, 15f, 10f, 1f); effect.Light1.SpecularColor = new Vector4(1f, 0f, 0f, 1f); effect.Material.DiffuseColor = new Vector4(0f, 0.5f, 1f, 1f); effect.Material.AmbientColor = new Vector4(0f, 0.5f, 0f, 1f); effect.Material.SpecularColor = new Vector4(1f, 0f, 0f, 1f); effect.Material.Shininess = 20f; effect.Material.EmissiveColor = new Vector4(0.2f, 0f, 0.2f, 1f); GL.Enable(EnableCap.DepthTest); GL.Oes.GenVertexArrays(1, out vertexArray); GL.Oes.BindVertexArray(vertexArray); GL.GenBuffers(1, out vertexBuffer); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Monkey.MeshVertexData.Length * sizeof(float)), Monkey.MeshVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Position); GL.VertexAttribPointer((int)GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Normal); GL.VertexAttribPointer((int)GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 12); GL.Oes.BindVertexArray(0); }
public void setupGL() { EAGLContext.SetCurrentContext(context); effects = new List <GLKBaseEffect> (); for (int i = 0; i < NumCubes; i++) { var effect = new GLKBaseEffect(); effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4(gColorData [3 * i] / 255.0f, gColorData [3 * i + 1] / 255.0f, gColorData [3 * i + 2] / 255.0f, 1); effects.Add(effect); } for (int i = 0; i < NumStars; i++) { var effect = new GLKBaseEffect(); effect.Light0.Enabled = true; effects.Add(effect); } GL.Enable(EnableCap.DepthTest); GL.Oes.GenVertexArrays(1, out vertexArray); GL.Oes.BindVertexArray(vertexArray); GL.GenBuffers(1, out vertexBuffer); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(gCubeVertexData.Length * sizeof(float)), gCubeVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Position); GL.VertexAttribPointer((int)GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 24, 0); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Normal); GL.VertexAttribPointer((int)GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 24, 12); GL.Oes.BindVertexArray(0); }
public void SetupGL() { Context = new EAGLContext(EAGLRenderingAPI.OpenGLES2); DrawableDepthFormat = GLKViewDrawableDepthFormat.Format24; effect = new GLKBaseEffect(); effect.Light0.Enabled = true; EAGLContext.SetCurrentContext(Context); GL.Enable(EnableCap.DepthTest); GL.Oes.GenVertexArrays(1, out vertexArray); GL.Oes.BindVertexArray(vertexArray); GL.GenBuffers(1, out vertexBuffer); GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(gCubeVertexData.Length * sizeof(float)), gCubeVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Position); GL.VertexAttribPointer((int)GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 24, 0); GL.EnableVertexAttribArray((int)GLKVertexAttrib.Normal); GL.VertexAttribPointer((int)GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 24, 12); GL.Oes.BindVertexArray(0); RandomizeBigCube(); for (int i = 0; i < NumLittleCubes; i++) { littleCube[i] = bigCube; } timeOfLastRenderedFrame = CAAnimation.CurrentMediaTime(); }
public void setupGL () { EAGLContext.SetCurrentContext (context); effects = new List<GLKBaseEffect> (); for (int i = 0; i < NumCubes; i++) { var effect = new GLKBaseEffect (); effect.Light0.Enabled = true; effect.Light0.DiffuseColor = new Vector4 (gColorData [3 * i] / 255.0f, gColorData [3 * i + 1] / 255.0f, gColorData [3 * i + 2] / 255.0f, 1); effects.Add (effect); } for (int i = 0; i < NumStars; i++) { var effect = new GLKBaseEffect (); effect.Light0.Enabled = true; effects.Add (effect); } GL.Enable (EnableCap.DepthTest); GL.Oes.GenVertexArrays (1, out vertexArray); GL.Oes.BindVertexArray (vertexArray); GL.GenBuffers (1, out vertexBuffer); GL.BindBuffer (BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData (BufferTarget.ArrayBuffer, (IntPtr) (gCubeVertexData.Length * sizeof (float)), gCubeVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Position); GL.VertexAttribPointer ((int) GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 24, 0); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Normal); GL.VertexAttribPointer ((int) GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 24, 12); GL.Oes.BindVertexArray (0); }
void _setupGLView() { // Craete a new context if needed if (EAGLContext.CurrentContext == null) EAGLContext.SetCurrentContext (new EAGLContext (EAGLRenderingAPI.OpenGLES2)); _view = new GLKView (this.View.Bounds); _view.Context = EAGLContext.CurrentContext; _view.WeakDelegate = this; this.View.AddSubview (_view); _effect = new GLKBaseEffect (); _effect.Light0.Position = new Vector4 (5, 5, 5, 1); _effect.Light0.Enabled = true; GL.Enable (All.CullFace); sizeGLView (); _modelMatrix = Matrix4.CreateRotationX ((float)Math.PI / 5f); _effect.Transform.ModelViewMatrix = _modelMatrix; createBuffers (1); }
public void SetupGL () { Context = new EAGLContext (EAGLRenderingAPI.OpenGLES2); DrawableDepthFormat = GLKViewDrawableDepthFormat.Format24; effect = new GLKBaseEffect (); effect.Light0.Enabled = true; EAGLContext.SetCurrentContext (Context); GL.Enable (EnableCap.DepthTest); GL.Oes.GenVertexArrays (1, out vertexArray); GL.Oes.BindVertexArray (vertexArray); GL.GenBuffers (1, out vertexBuffer); GL.BindBuffer (BufferTarget.ArrayBuffer, vertexBuffer); GL.BufferData (BufferTarget.ArrayBuffer, (IntPtr) (gCubeVertexData.Length * sizeof (float)), gCubeVertexData, BufferUsage.StaticDraw); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Position); GL.VertexAttribPointer ((int) GLKVertexAttrib.Position, 3, VertexAttribPointerType.Float, false, 24, 0); GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Normal); GL.VertexAttribPointer ((int) GLKVertexAttrib.Normal, 3, VertexAttribPointerType.Float, false, 24, 12); GL.Oes.BindVertexArray (0); RandomizeBigCube (); for (int i = 0; i< NumLittleCubes; i++) littleCube[i] = bigCube; timeOfLastRenderedFrame = CAAnimation.CurrentMediaTime(); }