Esempio n. 1
0
        internal GLGraphicsContext(Func <string, IntPtr> getProcAddress, int maxVertices)
            : base(maxVertices)
        {
            glInit(getProcAddress, 4, 0);

            glClearColor(_clearColor.R, _clearColor.G, _clearColor.B, _clearColor.A);

            _vertexBuffer = glGenBuffer();
            glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
            glBufferData(GL_ARRAY_BUFFER, Vertex.SizeInBytes * maxVertices, IntPtr.Zero, GL_DYNAMIC_DRAW);
            GLUtility.CheckErrors(nameof(glBufferData));

            _vertexArray = glGenVertexArray();
            glBindVertexArray(_vertexArray);
            glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SizeInBytes, IntPtr.Zero);
            GLUtility.CheckErrors(nameof(glVertexAttribPointer));
            glVertexAttribPointer(1, 4, GL_FLOAT, false, Vertex.SizeInBytes, (IntPtr)Marshal.SizeOf <Vector3>());
            GLUtility.CheckErrors(nameof(glVertexAttribPointer));
            glVertexAttribPointer(2, 2, GL_FLOAT, false, Vertex.SizeInBytes, (IntPtr)(Marshal.SizeOf <Vector3>() + Marshal.SizeOf <Vector4>()));
            GLUtility.CheckErrors(nameof(glVertexAttribPointer));
            glEnableVertexAttribArray(0);
            glEnableVertexAttribArray(1);
            glEnableVertexAttribArray(2);

            ushort[] indices = new ushort[1024 * 6];
            for (ushort i = 0, vertex = 0; i < indices.Length; i += 6, vertex += 4)
            {
                indices[i]     = vertex;
                indices[i + 1] = (ushort)(vertex + 1);
                indices[i + 2] = (ushort)(vertex + 3);
                indices[i + 3] = (ushort)(vertex + 1);
                indices[i + 4] = (ushort)(vertex + 2);
                indices[i + 5] = (ushort)(vertex + 3);
            }

            _indexBuffer = glGenBuffer();
            glBindBuffer(GL_ARRAY_BUFFER, _indexBuffer);
            glBufferData(GL_ARRAY_BUFFER, sizeof(ushort) * indices.Length, indices, GL_STATIC_DRAW);
            GLUtility.CheckErrors(nameof(glBufferData));

            uint vertexShader   = GLUtility.CreateAndCompileShader(GL_VERTEX_SHADER, VertexShaderCode);
            uint fragmentShader = GLUtility.CreateAndCompileShader(GL_FRAGMENT_SHADER, FragmentShaderCode);

            _program = GLUtility.CreateAndLinkProgram(vertexShader, fragmentShader);

            _vertTranformLocation = glGetUniformLocation(_program, "vertTransform");
            _fragSamplerLocation  = glGetUniformLocation(_program, "fragSampler");

            glDisable(GL_CULL_FACE);
            glCullFace(GL_BACK);
            glFrontFace(GL_CW);

            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_LEQUAL);

            glActiveTexture(GL_TEXTURE0);
        }