Esempio n. 1
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        protected override void DoRender(RenderEventArgs e)
        {
            mat4 projectionMatrix, viewMatrix, modelMatrix;

            {
                IUILayout element = this as IUILayout;
                element.GetMatrix(out projectionMatrix, out viewMatrix, out modelMatrix, e.Camera);
            }
            this.axisElement.mvp = projectionMatrix * viewMatrix * modelMatrix;

            this.axisElement.Render(e);
        }
Esempio n. 2
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        static void SimpleUI_BeforeRendering(object sender, RenderEventArgs e)
        {
            mat4 projectionMatrix, viewMatrix, modelMatrix;
            {
                IUILayout element = sender as IUILayout;
                element.GetMatrix(out projectionMatrix, out viewMatrix, out modelMatrix, e.Camera);
            }

            {
                IMVP element = sender as IMVP;
                element.SetShaderProgram(projectionMatrix * viewMatrix * modelMatrix);
            }
        }
Esempio n. 3
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        protected override void DoRender(RenderEventArgs e)
        {
            mat4 projectionMatrix, viewMatrix, modelMatrix;

            {
                IUILayout element = this as IUILayout;
                element.GetMatrix(out projectionMatrix, out viewMatrix, out modelMatrix, e.Camera);
            }
            this.shaderProgram.Bind();
            this.shaderProgram.SetUniformMatrix4("MVP", (projectionMatrix * viewMatrix * modelMatrix).to_array());

            GL.BindVertexArray(vao[0]);

            GL.DrawArrays(this.axisPrimitiveMode, 0, this.axisVertexCount);

            GL.BindVertexArray(0);

            this.shaderProgram.Unbind();
        }
Esempio n. 4
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        protected override void DoRender(RenderEventArgs e)
        {
            mat4 projectionMatrix, viewMatrix, modelMatrix;

            {
                IUILayout element = this as IUILayout;
                element.GetMatrix(out projectionMatrix, out viewMatrix, out modelMatrix, e.Camera);
            }

            this.shaderProgram.Bind();
            this.shaderProgram.SetUniformMatrix4(strMVP, (projectionMatrix * viewMatrix * modelMatrix).to_array());

            // 记录当前多边形状态
            int[] polygonMode = new int[2];
            GL.GetInteger(GetTarget.PolygonMode, polygonMode);

            GL.BindVertexArray(vao[0]);

            // 画面
            GL.PolygonMode(PolygonModeFaces.FrontAndBack, PolygonModes.Filled);
            GL.DrawArrays(this.axisPrimitiveMode, 0, this.vertexCount);

            // 启用静态顶点属性
            GL.DisableVertexAttribArray(in_ColorLocation);
            GL.VertexAttrib3(in_ColorLocation, 1.0f, 1.0f, 1.0f);

            // 画线
            GL.PolygonMode(PolygonModeFaces.FrontAndBack, PolygonModes.Lines);
            GL.DrawArrays(this.axisPrimitiveMode, 0, this.vertexCount);

            // 恢复顶点属性数组
            GL.EnableVertexAttribArray(in_ColorLocation);

            GL.BindVertexArray(0);

            // 恢复多边形状态
            GL.PolygonMode(PolygonModeFaces.Front, (PolygonModes)polygonMode[0]);
            GL.PolygonMode(PolygonModeFaces.Back, (PolygonModes)polygonMode[1]);

            this.shaderProgram.Unbind();
        }