Exemple #1
0
        protected override void DoInitialize()
        {
            base_prog = GL.CreateProgram();

            ShaderHelper.vglAttachShaderSource(base_prog, ShaderType.VertexShader, quad_shader_vs);
            ShaderHelper.vglAttachShaderSource(base_prog, ShaderType.FragmentShader, quad_shader_fs);

            GL.GenBuffers(1, quad_vbo);
            GL.BindBuffer(BufferTarget.ArrayBuffer, quad_vbo[0]);

            var quad_data = new UnmanagedArray <vec2>(8);

            quad_data[0] = new vec2(1.0f, -1.0f);
            quad_data[1] = new vec2(-1.0f, -1.0f);
            quad_data[2] = new vec2(-1.0f, 1.0f);
            quad_data[3] = new vec2(1.0f, 1.0f);
            quad_data[4] = new vec2(0.0f, 0.0f);
            quad_data[5] = new vec2(1.0f, 0.0f);
            quad_data[6] = new vec2(1.0f, 1.0f);
            quad_data[7] = new vec2(0.0f, 1.0f);

            GL.BufferData(BufferTarget.ArrayBuffer, quad_data, BufferUsage.StaticDraw);

            GL.GenVertexArrays(1, vao);
            GL.BindVertexArray(vao[0]);

            GL.VertexAttribPointer(0, 2, GL.GL_FLOAT, false, 0, IntPtr.Zero);
            GL.VertexAttribPointer(1, 2, GL.GL_FLOAT, false, 0, new IntPtr(8 * sizeof(float)));

            GL.EnableVertexAttribArray(0);
            GL.EnableVertexAttribArray(1);

            GL.LinkProgram(base_prog);

            StringBuilder buf = new StringBuilder(1024);

            GL.GetProgramInfoLog(base_prog, 1024, IntPtr.Zero, buf);

            vglImageData image = new vglImageData();

            tex = vgl.vglLoadTexture(@"media\test.dds", 0, ref image);

            GL.TexParameteri(image.target, GL.GL_TEXTURE_MIN_FILTER, (int)GL.GL_LINEAR_MIPMAP_LINEAR);

            vgl.vglUnloadImage(ref image);
        }
        /// <summary>
        /// Load a dds file and return the texture.
        /// </summary>
        /// <param name="fullname"></param>
        /// <returns></returns>
        public static Texture LoadDDS(string fullname)
        {
            vglImageData imageData = new vglImageData();

            vgl.vglLoadImage(fullname, ref imageData);
            if (imageData.mip == null)
            {
                imageData.mip = new vglImageMipData[vermilion.MAX_TEXTURE_MIPS];
            }

            int[] swizzle = new int[4];
            for (int i = 0; i < 4; i++)
            {
                swizzle[i] = (int)imageData.swizzle[i];
            }
            var texture = new Texture(new DDSStorage(imageData),
                                      new TexParameteriv(GL.GL_TEXTURE_SWIZZLE_RGBA, "SwizzleRGBA", swizzle));

            texture.Initialize();

            return(texture);
        }
        } // end sub

        #endregion

        protected override void DoInitialize()
        {
            skybox_prog = GL.CreateProgram();
            ShaderHelper.vglAttachShaderSource(skybox_prog, ShaderType.VertexShader, skybox_shader_vs);
            ShaderHelper.vglAttachShaderSource(skybox_prog, ShaderType.FragmentShader, skybox_shader_fs);
            GL.LinkProgram(skybox_prog);

            object_prog = GL.CreateProgram();
            ShaderHelper.vglAttachShaderSource(object_prog, ShaderType.VertexShader, object_shader_vs);
            ShaderHelper.vglAttachShaderSource(object_prog, ShaderType.FragmentShader, object_shader_fs);
            GL.LinkProgram(object_prog);

            GL.GenBuffers(1, cube_vbo);
            GL.BindBuffer(BufferTarget.ArrayBuffer, cube_vbo[0]);
            var cube_vertices = new UnmanagedArray <vec3>(8);

            cube_vertices[0] = new vec3(-1.0f, -1.0f, -1.0f);
            cube_vertices[1] = new vec3(-1.0f, -1.0f, 1.0f);
            cube_vertices[2] = new vec3(-1.0f, 1.0f, -1.0f);
            cube_vertices[3] = new vec3(-1.0f, 1.0f, 1.0f);
            cube_vertices[4] = new vec3(1.0f, -1.0f, -1.0f);
            cube_vertices[5] = new vec3(1.0f, -1.0f, 1.0f);
            cube_vertices[6] = new vec3(1.0f, 1.0f, -1.0f);
            cube_vertices[7] = new vec3(1.0f, 1.0f, 1.0f);

            var cube_indices = new UnmanagedArray <ushort>(16);

            // First strip
            cube_indices[0] = 0;
            cube_indices[1] = 1;
            cube_indices[2] = 2;
            cube_indices[3] = 3;
            cube_indices[4] = 6;
            cube_indices[5] = 7;
            cube_indices[6] = 4;
            cube_indices[7] = 5;
            // Second strip
            cube_indices[8]  = 2;
            cube_indices[9]  = 6;
            cube_indices[10] = 0;
            cube_indices[11] = 4;
            cube_indices[12] = 1;
            cube_indices[13] = 5;
            cube_indices[14] = 3;
            cube_indices[15] = 7;

            GL.BufferData(BufferTarget.ArrayBuffer, cube_vertices, BufferUsage.StaticDraw);
            cube_vertices.Dispose();

            GL.GenVertexArrays(1, vao);
            GL.BindVertexArray(vao[0]);
            GL.VertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, IntPtr.Zero);
            GL.EnableVertexAttribArray(0);

            GL.GenBuffers(1, cube_element_buffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, cube_element_buffer[0]);
            GL.BufferData(BufferTarget.ElementArrayBuffer, cube_indices, BufferUsage.StaticDraw);
            cube_indices.Dispose();

            skybox_rotate_loc  = GL.GetUniformLocation(skybox_prog, "tc_rotate");
            object_mat_mvp_loc = GL.GetUniformLocation(object_prog, "mat_mvp");
            object_mat_mv_loc  = GL.GetUniformLocation(object_prog, "mat_mv");
            skyboxTexLocation  = GL.GetUniformLocation(skybox_prog, "tex");
            objectTexLocation  = GL.GetUniformLocation(object_prog, "tex");



            //tex = new Texture2D();
            //System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(@"media\TantolundenCube.png");
            //tex.Initialize(bmp);
            vglImageData data = new vglImageData();

            tex = vgl.vglLoadTexture(@"media\TantolundenCube.dds", 0, ref data);

            uint e = GL.GetError();

            vgl.vglUnloadImage(ref data);

            vboObject.LoadFromVBM(@"media\unit_torus.vbm", 0, 1, 2);
        }